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Missiles damage...weird behavior

Author
Arkolino
Caldari Provisions
Caldari State
#1 - 2012-08-19 16:18:23 UTC
Hello there dear players...

Let me introduce you to my little big problem.

I fly caldari ships.Curently i own a Raven with 600 dps.All nice , until i jump in and start missioning.

Small targets are easy, just load some precision cruise missiles and there they go into dust.

Now , my problem is with battleships.For what i know, when it comes to missiles,important things are the targets velocity,my missiles explosion velocity,and preety much that.

When i start shooting at enemy BS i do like 2500 dmg to targets with 500 k bounty.After some time,about after i shoot my second volley, the damage reduces to just 500 or sometimes 700, and it is a pain to kill them.

After finaly finishing that target, i start shooting at the next one,sometimes starting with the mere 700 dmg and ocasionaly hitting with 1500, 2000.But it usualy sticks to about 700.
I know that my dmg should allways be around 2000 per volley at least.But no .

Why does this thing happens? The targets speed is the same wheter i'm hitting with 2500 or with 500, i checked and double checked..It seems it's a random phenomena.

Am i missing something?

Pls help
Syrias Bizniz
some random local shitlords
#2 - 2012-08-19 19:40:29 UTC
As you stated that you sometimes open with 2000+ and sometimes with 700, it probably has nothing to do with different resistances on shield & armor. So my guess would be defender missiles and a huge portion of badluck. Check your missile flightpath. If there are flashes, they are hit by defenders.
Flurk Hellbron
Science and Trade Institute
Caldari State
#3 - 2012-08-19 22:31:05 UTC
I think missiles don't always hit the target but explode in the neighbourhood of it applying less damage then when it full hits the target.
Zhilia Mann
Tide Way Out Productions
#4 - 2012-08-19 23:16:17 UTC
Flurk Hellbron wrote:
I think missiles don't always hit the target but explode in the neighbourhood of it applying less damage then when it full hits the target.


This is wrong. Or rather, it's already accounted for in explosion velocity.

OP is looking at a combination of explosion velocity versus target speed reduction, resists playing differently on shields and armor, and defenders.

Would help to get the rest of the story. What's your setup, what kind of missiles are you using, and what NPCs are you firing at?
Arkolino
Caldari Provisions
Caldari State
#5 - 2012-08-20 04:48:24 UTC
Well, i have 6 T2 cruise launchers,2 mission specific hardeners,1 TP ,1 T2 large booster ,2 T2 shield boost amps, 4 BCU and 1 cap flux coil and for rigs i have 3 CCC . ..2 cruise missile implants and thats preety much it

I fight in minmattar space so angels and serpentins most of the time.And yes i'm using the corect ammo.
Zhilia Mann
Tide Way Out Productions
#6 - 2012-08-20 05:03:42 UTC
Arkolino wrote:
Well, i have 6 T2 cruise launchers,2 mission specific hardeners,1 TP ,1 T2 large booster ,2 T2 shield boost amps, 4 BCU and 1 cap flux coil and for rigs i have 3 CCC . ..2 cruise missile implants and thats preety much it

I fight in minmattar space so angels and serpentins most of the time.And yes i'm using the corect ammo.


Fury, navy, Precision, or normal missiles? The differences you describe could be attributed mostly to Angels beginning to move after the first volley, especially if you're using Fury.

On the Serpentis side you're most likely seeing the effect of defenders. They have the highest defender rate of all mission NPCs except Elite Drone Parasites. Rear Admirals (543,750 bounty) have a whopping 24% defender chance (compare to the 12% chance from Gist Warlords with the same bounty).

Painter cycles could also have something to do with it, but you'd know better about that.
Arkolino
Caldari Provisions
Caldari State
#7 - 2012-08-20 05:09:00 UTC
only t2 missiles, fury for big targets and precision for cuisers and down
Zhilia Mann
Tide Way Out Productions
#8 - 2012-08-20 05:42:40 UTC  |  Edited by: Zhilia Mann
Arkolino wrote:
only t2 missiles, fury for big targets and precision for cuisers and down


That could be a problem. I punched a basic setup for a Raven into EFT with my skills (including perfect missile supports and cruise spec 4). The fit looked like this (note the triple rigors, which are actually helping my results compared to yours; see below):

[Raven, standard]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Co-Processor II

X-Large C5-L Emergency Shield Overload I
Heavy Capacitor Booster II, Cap Booster 800
Phased Weapon Navigation Array Generation Extron
Kinetic Deflection Field II
Thermic Dissipation Field II
Shield Boost Amplifier II

Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Cruise Missile Launcher II, Nova Fury Cruise Missile
Drone Link Augmentor I
Small Tractor Beam II

Large Warhead Rigor Catalyst I
Large Warhead Rigor Catalyst I
Large Warhead Rigor Catalyst I

I then plugged in a Gist Warlord (from here: http://games.chruker.dk/eve_online/npc_ships.php?supergroup=7) into my missile damage spreadsheet. The results weren't pretty.

Basically, my 567 EFT DPS was reduced to 264 with the painter landing and only 198 without the painter. Oh, that's before resists.

Swapping from Fury to CN bumps me down to 509 EFT DPS but up to 364 without the painter and 483 with the painter.

So first lesson: Fury on Angel BSs is usually the wrong thing to use. The damn things are too small and too fast. Now if you can hit them before they're up to speed none of that matters, but they start moving as soon as the first shot lands.

Second lesson is about rigors. If I run my numbers on the same fit without rigors my CN missile numbers drop to 237 unpainted and 314 painted. Fury numbers are 127 unpainted and 170 painted. That's ******* pathetic. You need at least a few rigors to do reasonable damage to Angel BSs.

So basically, that's what's going on. As soon as you agro a group all the ships start to move. As soon as they're moving, they're reducing damage from your missiles (down to something quite piddly, I might add). You're better off shooting T1 missiles than Fury once combat has started, but CN is your best option.

Spreadsheet in question can be found here if you want to take a look at it:

https://docs.google.com/spreadsheet/ccc?key=0AhzdGHNl5YBQdEJkRWxSVzg2bzA1RXlpOXptMjc3S0E

Edit: re-ran numbers for a Core Rear Admiral. Fury with the full fit I posted (that is, with rigors) hits for 567 base EFT, 270 applied unpainted, and 360 applied painted. CN hits for 509 base EFT, 492 applied unpainted, and the full 509 painted.

Without rigors, CN hits for 509 base EFT, 320 applied unpainted, and 424 applied painted. So rigors still make a significant difference against Serpentis. For Furies (ugh; the more I run these numbers the more I think these things are gimmicks) you're looking at 567 base EFT, 156 applied unpainted, and 208 applied painted.

Edit: for the sake of completeness if anyone else should read this, the assumptions in the above post are max missile support skills (including TNP 5 and GMP 5), max painter skills (Target Painting 5 and Signature Focusing 5), and no implants. A quick look suggests that a GP-805 (slot 8) implant would negate the need for a painter on Core Rear Admirals and basically do **** all for Furies. All speeds quoted were max speeds not orbit speeds. Orbit speeds are slower and will increase damage but not enough to really help Furies.
Arkolino
Caldari Provisions
Caldari State
#9 - 2012-08-20 06:11:31 UTC
Thanks a lot man,you really made my day.So best thing is use CN missiles,or gun boats.
Zhilia Mann
Tide Way Out Productions
#10 - 2012-08-20 06:21:09 UTC
Arkolino wrote:
Thanks a lot man,you really made my day.So best thing is use CN missiles,or gun boats.


Yup. That and get some rigors on that Raven as soon as humanly possible.
Gripit
Great Big Bags Of Irony
#11 - 2012-08-20 08:25:33 UTC
Just an idea not sure if it will work. What if you use webber drones to slow the ships down ? thoughts?
MarvinOne
Zilog Enterprises
#12 - 2012-08-20 10:45:50 UTC
Hi
I flew a CNR for a long time and it had 2 * T2 Rigors + a T2 flare rig.
Only use navy missiles + have a TP fittet (as you have).

For shield boosting i used a GIST a-type large + 1 boost amp. (cap for 5-6 mins if i remember correct)
+ mission specific resist.

Drones : 5* Hobgoblins T2 (takes care of the frigs)


i used this strategy inallmost all missions :

a) paint and hammer all cruisers.
b) deploy drones and make them eat frigs while you shoot the battleships.

The setup worked very good.

just my 2 cents
Zhilia Mann
Tide Way Out Productions
#13 - 2012-08-20 14:39:02 UTC
Gripit wrote:
Just an idea not sure if it will work. What if you use webber drones to slow the ships down ? thoughts?


It will help. In fact, if you land two SW-900s on the aforementioned Gist Warlord at orbit speed you can use Fury without a painter (provided you have three rigors). At approach velocity you're sill capped at 450 out of 567 EFT DPS with three SW-900s and a 37.5% painter though. A fourth SW-900 (thinking CNR here) would push that up to 475 of 567. And before anyone asks, yes I am taking in to account triple stacking on the fourth web drone.
stoicfaux
#14 - 2012-08-20 15:06:41 UTC
Zhilia Mann wrote:
All speeds quoted were max speeds not orbit speeds. Orbit speeds are slower and will increase damage but not enough to really help Furies.

The trouble with using max speeds is that NPCs use a pseudo-MWD to get max speed which increases their sig bloom, which improves missile damage against them.

IME, using orbit speed works well, where IME = checking speadsheet numbers against damage in the log file.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Zhilia Mann
Tide Way Out Productions
#15 - 2012-08-20 15:11:01 UTC
stoicfaux wrote:
Zhilia Mann wrote:
All speeds quoted were max speeds not orbit speeds. Orbit speeds are slower and will increase damage but not enough to really help Furies.

The trouble with using max speeds is that NPCs use a pseudo-MWD to get max speed which increases their sig bloom, which improves missile damage against them.

IME, using orbit speed works well, where IME = checking speadsheet numbers against damage in the log file.


Yeah, I kinda wish I'd caught that earlier in the night but by the time I noticed that I'd been using max and not orbit the whole time it was well past time to sleep.
Barrak
The Painted Ones
#16 - 2012-08-21 09:32:34 UTC
Zhilia is spot on..... however I wouldn't use faction ammo unless you are seriously going for LP speed completions. It's just to damned expensive.

Stetson Eagle
Paird Technology
#17 - 2012-08-21 12:52:09 UTC
The anomaly described in OP is simply clarified:

Angel rats MWD at a high speed. When their MWD is on, your missiles hit them decently. After the MWD shuts down, your missiles hit badly because they still drift at a high speed with now reduced sig radius.

TP's help, and Rigor rigs are mandatory for guided missiles.