Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Missile mechanics: Difference between revisions

From EVE University Wiki
Line 162: Line 162:
|}
|}


<small>''Note: as of EVE release 118.6, the element [ln(drf)/ln(5,5)] has been replaced by a constant. This results in no change in game play.''</small>
<small>''Note: as of EVE release 118.6, the element [ln(drf)/ln(5.5)] has been replaced by a constant. This results in no change in game play. See [https://forums.eveonline.com/default.aspx?g=posts&m=6523897&_ga=1.129630156.1355404897.1430873896#post6523897 EVE forum] for more.''</small>


Unlike the turret damage equation, missile damage takes the absolute velocity of the target into account, not the angular velocity. To create missile damage, the game computes two values. These values are compared to 1, and the smallest is chosen. That number is then multiplied by the base damage to get the amount of damage applied to the ship.
Unlike the turret damage equation, missile damage takes the absolute velocity of the target into account, not the angular velocity. To create missile damage, the game computes two values. These values are compared to 1, and the smallest is chosen. That number is then multiplied by the base damage to get the amount of damage applied to the ship.