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m Djavin novienta moved page Missile Damage to Missile damage |
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{{Weapon Systems Links}} | {{Weapon Systems Links}} | ||
{{hatnote|This article details how damage is calculated when a missile explodes near a ship. For details about using missile launchers, as well as other missile stats, see [[Missiles]]. For information about damage as it is received by a target ship, see [[Tanking]].}} | |||
When a missile crosses the signature radius of its target, it explodes. A ship's [[signature radius]] is an invisible "bubble" that most weapon systems see when trying to lock on to a ship. Generally, the bigger the ship, the bigger the signature radius. | |||
A missile's explosion expands in a bubble of its own. The speed at which this bubble grows is called the <span style="color:#ccffee">''explosion velocity''</span>, and the maximum size that the bubble will reach is called the <span style="color:#ccffee">''explosion radius''</span>. A missile does not so much "hit" a ship as explode near it. EVE uses a [[#Missile Damage Equation|mathematical equation]] to compute the precise amount of damage that the explosion does to the ship. | |||
[[File:QSG_missile_terms.png|thumb|right|upright=0.8|A Missile Explodes|alt=drawing showing SR and ER]][[File:QSR_missile_hit.gif|A Missile Explodes|alt=animation of missile hitting ship]] | [[File:QSG_missile_terms.png|thumb|right|upright=0.8|A Missile Explodes|alt=drawing showing SR and ER]][[File:QSR_missile_hit.gif|A Missile Explodes|alt=animation of missile hitting ship]] | ||
==When a Missile Explodes== | |||
Every missile has a <span style="color:#ccffee">''Base Damage''</span> – which is listed as "explosive damage", "kinetic damage", or so on in the Attributes tab of the missile's Get Info window.[[File:SampleMissile.png|thumb|Heavy Missile Attributes|alt=Get Info window showing heavy missile attributes]] This amount may be augmented somewhat by certain skills and/or equipment, and when the term "Base Damage" is used here, it means the listed damage of the missile plus any augmented damage … in other words, the damage you expect the missile to do if it scores a direct hit. | Every missile has a <span style="color:#ccffee">''Base Damage''</span> – which is listed as "explosive damage", "kinetic damage", or so on in the Attributes tab of the missile's Get Info window.[[File:SampleMissile.png|thumb|Heavy Missile Attributes|alt=Get Info window showing heavy missile attributes]] This amount may be augmented somewhat by certain skills and/or equipment, and when the term "Base Damage" is used here, it means the listed damage of the missile plus any augmented damage … in other words, the damage you expect the missile to do if it scores a direct hit. | ||
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If that all makes sense, then good ... if not, then just keep in mind that, all things being equal, EVE has balanced the damage done by missiles among themselves as well as with the damage done by projectiles, beams and other types of weapons. | If that all makes sense, then good ... if not, then just keep in mind that, all things being equal, EVE has balanced the damage done by missiles among themselves as well as with the damage done by projectiles, beams and other types of weapons. | ||
== | == Increasing missile damage == | ||
Skills and ship equipment can have a direct impact on missile damage. A number of implants do the same. In addition, modules such as Target Painters and Webifiers can affect the target's signature radius and speed, thus making missile damage more effective. | Skills and ship equipment can have a direct impact on missile damage. A number of implants do the same. In addition, modules such as Target Painters and Webifiers can affect the target's signature radius and speed, thus making missile damage more effective. | ||
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*{{sk|Warhead Upgrades|mult=yes}} provides a 2% increase in missile damage per level ... this appears to apply to Base Damage. | *{{sk|Warhead Upgrades|mult=yes}} provides a 2% increase in missile damage per level ... this appears to apply to Base Damage. | ||
=== Modules, | === Modules, rigs, and ammunition=== | ||
While there are additional items that affect missiles and launchers, those do not alter the missile damage as such. Here are the ones that do. | While there are additional items that affect missiles and launchers, those do not alter the missile damage as such. Here are the ones that do. | ||
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A variety of [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|Hardwired Implants]] affect weapons systems. Only a few have a direct impact on missile damage creation. | A variety of [[List_of_Skill_Hardwiring_Implants#Table_of_Implants|Hardwired Implants]] affect weapons systems. Only a few have a direct impact on missile damage creation. | ||
==== Specific | ==== Specific missile types ==== | ||
*Zainou 'Snapshot' Cruise Missiles: 1% to 6% bonus to the base damage of Cruise Missiles | *Zainou 'Snapshot' Cruise Missiles: 1% to 6% bonus to the base damage of Cruise Missiles | ||
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*Zainou 'Deadeye' Target Navigation Prediction: 1% to 6% decrease in factor of target's velocity for all missile explosions | *Zainou 'Deadeye' Target Navigation Prediction: 1% to 6% decrease in factor of target's velocity for all missile explosions | ||
=== | === Missile and electronic warfare === | ||
Missile damage can be substantially increased by using [[Electronic_Warfare_101|Electronic Warfare Modules]] to change the Velocity and/or Signature Radius of the target ship. | Missile damage can be substantially increased by using [[Electronic_Warfare_101|Electronic Warfare Modules]] to change the Velocity and/or Signature Radius of the target ship. | ||
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Note that both of these are most effective if you are firing missiles at small, fast ships. They may be completely unhelpful if you are firing at very large ships. | Note that both of these are most effective if you are firing missiles at small, fast ships. They may be completely unhelpful if you are firing at very large ships. | ||
== | ==Missile Damage Equation== | ||
The equation for missile damage is as follows: | |||
[[Image:MissileDamageFormula.png|center|400px]] | [[Image:MissileDamageFormula.png|center|400px]] | ||