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The equation can be written in this format: | The equation can be written in this format: | ||
:<math>\displaystyle \text{Damage}= \text{Base damage} \times \min\left( 1, \frac{S}{E}, \left(\frac{S V_\text{e}}{EV_\text{t}} \right)^\text{drf} \right)</math> | |||
This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^drf</code>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of the base damage. | This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^drf</code>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of 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 | 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 target signature radius is smaller than explosion velocity, 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)^drf</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/ drf) </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)^drf</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/ drf) </code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as | ||
:<math>\displaystyle V_\text{t} = S \times \frac{V_\text{e} }{E }</math> | |||
Since <code>Ve</code> and <code>E</code> are both attributes of the missile, <code>Ve/E</code> can be combined into a single "minimum velocity factor" for each missile class. | Since <code>Ve</code> and <code>E</code> are both attributes of the missile, <code>Ve/E</code> can be combined into a single "minimum velocity factor" for each missile class. | ||
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So, the target velocity at which the damage created begins to be reduced is equal to the signature radius of the target times the minimum velocity factor. | So, the target velocity at which the damage created begins to be reduced is equal to the signature radius of the target times the minimum velocity factor. | ||
:<math>\displaystyle V_\text{t} = S \times \text{MVF} </math> | |||
This means that a rocket will begin doing less damage when the target velocity is at 7.5 * <code>S</code>, a light missile at 3.4 * <code>S</code>, and a torpedo at 0.158 * <code>S</code>. Thus, the same sized ship has to be going much faster to reduce damage from a rocket than it does to reduce damage from a torpedo. | This means that a rocket will begin doing less damage when the target velocity is at 7.5 * <code>S</code>, a light missile at 3.4 * <code>S</code>, and a torpedo at 0.158 * <code>S</code>. Thus, the same sized ship has to be going much faster to reduce damage from a rocket than it does to reduce damage from a torpedo. | ||