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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 | ||