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Missile mechanics: Difference between revisions

From EVE University Wiki
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When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If <code>S</code> is smaller than <code>E</code>, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage.
When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If <code>S</code> is smaller than <code>E</code>, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage.


Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^ADRF</code> ... only matters if it is less than 1, it can be set to 1 and solved to find the point where it begins to matter.  Doing that gives <code>Vt = (S/ (1^(1/ ADRF * E)) * Ve</code>. Since <code>1^x = 1</code>, then <code>1^(1/ ADRF) </code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as  
Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^ADRF</code> ... only matters if it is less than 1, it can be set to 1 and solved to find the point where it begins to matter.  Doing that gives <code>Vt = S/ (1^(1/ ADRF) * E) * Ve</code>. Since <code>1^x = 1</code>, then <code>1^(1/ ADRF) </code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as  


  Vt = S * Ve/E
  Vt = S * Ve/E