Difference between revisions of "Missile mechanics"

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= Missile Damage Output  =
 
= Missile Damage Output  =
  
== First Look at the Damage Equation ==
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== First Look at the Damage Equation ==
  
 
Here is the equation for missile damage:  
 
Here is the equation for missile damage:  
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*D : base damage of missile  
 
*D : base damage of missile  
*S : [[signature radius]] of target  
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*S : [[Signature radius]] of target  
 
*E : explosion radius of missile  
 
*E : explosion radius of missile  
 
*V<sub>e</sub><sub></sub>: explosion velocity of missile  
 
*V<sub>e</sub><sub></sub>: explosion velocity of missile  
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<br>
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Note that you want a small DRF, since smaller powers of numbers less than 1 are larger.&nbsp;
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== Typical S/E Values  ==
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Below is a table that lists some expected values for S/E for each missile type against various hull sizes:
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[[Image:SEvalues.png]]
  
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== Speed Tanking Missile Damage  ==
  
Note that you want a small DRF, since smaller powers of numbers less than 1 are larger.&nbsp;
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We will now look at what velocities you can speed tank missile damage, and how much damage reduction you can get from speed tanking. To start, we'll assume that S/E = 1. Of course, the table above shows that this is very wrong, but you can factor in this by multiplying the explosion velocity V<sub>e</sub> by S/E, which will adjust the figures appropriately. Hence, if a ship fires a standard light missile at a frigate then we multiply the explosion velocity of 170 by S/E, which will be about 80%, which gives us an effectively explosion velocity of about 136. Below is a list of explosion velocities for most missiles.  
  
== Term-by-Term Comparison ==
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<br>
  
If S/E < 1 or S/E*V<sub>e</sub> < V<sub>t</sub>, then you can look at the equation and see that your damage is reduced from its maximum. Hence, a target being too small or too fast can cut your missile damage. If neither of these are true, then your missiles do full damage to the target. Also, note that the speed that the target has to be in order to cut your damage is not the explosion velocity, but the explosion velocity modified by the ratio S/E.
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{| width="200" border="1" cellpadding="1" cellspacing="1"
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|+ Explosion Velocities for Missiles
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Rockets
  
<br> If your damage is being reduced, by how much? We have to compare the two complicated-looking terms. You know the damage is reduced by at least S/E, but it might be more if the target is moving quickly.
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| Standard
You can show that your damage is reduced even further beyond S/E if and only if the following holds:
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| 150
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| Anti-Ship
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| 150
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|-
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| Range
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| 150
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|-
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| Light
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| Standard
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| 170
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|-
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| Anti-Ship
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| 174
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|-
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|
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| Precision
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| 179
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|-
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| Heavy
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| Standard
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| 81
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|-
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| High Damage
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| 97
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|-
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|
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| High Precision
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| 87
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|-
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| Heavy Assault
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| Standard
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| 101
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|-
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|
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| Anti-Ship
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| 93
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|-
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| Range
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| 101
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|-
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| Cruise
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| Standard
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| 69
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|-
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| High Damage
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| 58
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|-
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| High Precision
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| 71
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|-
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| Torpedoes
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| Standard
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| 71
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|-
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|
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| High Damage
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| 61
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|-
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| Range
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| 71
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<br>  
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<br>
  
[[File:velocityCondition.jpg]]
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<br>

Revision as of 05:56, 17 December 2011

Template:Work in Progress

This article takes a look at mathematics behind missiles. We look at the equations that govern how far your missiles will travel and how much damage they deal. There's some math at the beginning, but you can skip over this if you wish.

Missile Damage Output

First Look at the Damage Equation

Here is the equation for missile damage:


MissileDamageFormula.png

If this looks daunting, then skip ahead to read the applications of the formula to combat. Here are the terms in the equation:

  • D : base damage of missile
  • S : Signature radius of target
  • E : explosion radius of missile
  • Ve: explosion velocity of missile
  • Vt: velocity of target
  • drf: damage reduction factor of missile

The log function used here is in base e, not base 10. You may have seen it written as ln. Note that unlike the turret damage equation, the missile damage does not care about angular velocity, but absolute velocity. To find your damage, the game computes each of the three numbers you see, picks the smallest of the, and multiplies that by the base damage. The damage reduction factor is a hidden stat, but seems to be the same for all missiles of a given size.


Damage Reduction Factor
Missile Type DRF log(DRF)/log(5.5)
Rocket 3.0 0.644
Light Missile 2.8 0.604
Assault Missile 4.5 0.8823
Heavy Missile 3.2 0.6823
Torpedo 5.0 0.9441
Cruise  Missile 4.5 0.8823
Citadel Torpedo 5.5 1.0
Citadel Cruise Missile 4.5 0.8823


Note that you want a small DRF, since smaller powers of numbers less than 1 are larger. 

Typical S/E Values

Below is a table that lists some expected values for S/E for each missile type against various hull sizes:

File:SEvalues.png

Speed Tanking Missile Damage

We will now look at what velocities you can speed tank missile damage, and how much damage reduction you can get from speed tanking. To start, we'll assume that S/E = 1. Of course, the table above shows that this is very wrong, but you can factor in this by multiplying the explosion velocity Ve by S/E, which will adjust the figures appropriately. Hence, if a ship fires a standard light missile at a frigate then we multiply the explosion velocity of 170 by S/E, which will be about 80%, which gives us an effectively explosion velocity of about 136. Below is a list of explosion velocities for most missiles.


Explosion Velocities for Missiles

Rockets

Standard 150
Anti-Ship 150
Range 150
Light Standard 170
Anti-Ship 174
Precision 179
Heavy Standard 81
High Damage 97
High Precision 87
Heavy Assault Standard 101
Anti-Ship 93
Range 101
Cruise Standard 69
High Damage 58
High Precision 71
Torpedoes Standard 71
High Damage 61
Range 71