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Missile Supports... WTF CCP?

Author
Paikis
Vapour Holdings
#21 - 2013-02-17 16:13:51 UTC  |  Edited by: Paikis
Roime wrote:
No. X is a random number between 0 and 1.


I probably should have used Y for the number between 0.01 and 1... but my maths was not wrong. If 0 < X < 0.01 then you get a wrecking hit. That leaves 0.01 < X < 1 as the remaining possible outcomes, which gives an average value of 0.505

Roime wrote:
Ok yes, if transversal speed is exactly 0, yes, you have a 100% chance to hit if the target is in your optimal. How often this actually happens on TQ is debatable. If transversal is 0.000001, the sig part of the formula kicks in.

Salvos can't be blown up, but all the other things you mention about avoiding missile damage apply just the same for turrets.


You can outrun guns now?

Also dreadnoughts can pick off things that have quite small signature radius, how? They web them down to nothing. An armour Loki (sig. r. of 130m) that has been webbed and painted (4 of each) at 30kms will have a 90% chance of being hit by a Moros. With just the webs it is still 52%.

The slower your target is, the less effect signature radius has.
Jorma Morkkis
State War Academy
Caldari State
#22 - 2013-02-17 18:20:40 UTC  |  Edited by: Jorma Morkkis
Paikis wrote:
So now we have a 1% chance to get a hit modifier of 3.0x and a 99% chance to get an average hit modifier of 1.05x. Which gives us a weighted damage multiplier of: 1.0695 or 6.95% more than your gun's damage.


And yet I can somehow manage to do only 1900 volleys against structures on my NApoc.
Paikis
Vapour Holdings
#23 - 2013-02-17 20:06:51 UTC
Jorma Morkkis wrote:
Paikis wrote:
So now we have a 1% chance to get a hit modifier of 3.0x and a 99% chance to get an average hit modifier of 1.05x. Which gives us a weighted damage multiplier of: 1.0695 or 6.95% more than your gun's damage.


And yet I can somehow manage to do only 1900 volleys against structures on my NApoc.


Of course. The number I gave was an average.
Lucius Exitius
School of Applied Knowledge
Caldari State
#24 - 2013-02-21 23:08:37 UTC
I find it funny that in game most people will tell you how much missiles suck but then are the first people to complain about them. If you are moving at any speed you will never take full damage. Missiles have already been nerfed, sure they have a longer range then most other weapons but that's just calculating fall off. If the enemy is out of your range they are out of your range, 0 damage. If you're fast enough you can out run them. If you are in a ship one size smaller or in general have a smaller sig you will be hit for so little damage it won't make a difference. Sorry but if anything they need some sort of buff. That's not even getting into flight time or reload time.
Lucius Exitius
School of Applied Knowledge
Caldari State
#25 - 2013-02-21 23:10:45 UTC
Paikis wrote:
Roime wrote:
No. X is a random number between 0 and 1.


I probably should have used Y for the number between 0.01 and 1... but my maths was not wrong. If 0 < X < 0.01 then you get a wrecking hit. That leaves 0.01 < X < 1 as the remaining possible outcomes, which gives an average value of 0.505

Roime wrote:
Ok yes, if transversal speed is exactly 0, yes, you have a 100% chance to hit if the target is in your optimal. How often this actually happens on TQ is debatable. If transversal is 0.000001, the sig part of the formula kicks in.

Salvos can't be blown up, but all the other things you mention about avoiding missile damage apply just the same for turrets.


You can outrun guns now?

Also dreadnoughts can pick off things that have quite small signature radius, how? They web them down to nothing. An armour Loki (sig. r. of 130m) that has been webbed and painted (4 of each) at 30kms will have a 90% chance of being hit by a Moros. With just the webs it is still 52%.

The slower your target is, the less effect signature radius has.


From what I understand missiles are ALWAYS effected by sig radius even if standing still.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#26 - 2013-02-22 06:38:17 UTC
missiles are overpowered, especially in pve. I have almost 2.5mil in gunnery and just under 700k in missiles and I plan to never use turrets in pve again
Paikis
Vapour Holdings
#27 - 2013-02-22 06:57:54 UTC
Tsukino Stareine wrote:
missiles are overpowered, especially in pve. I have almost 2.5mil in gunnery and just under 700k in missiles and I plan to never use turrets in pve again


I started with missiles, then went to guns and I plan to never again use missiles :)
Dominara Shadowfey
State Protectorate
Caldari State
#28 - 2013-02-25 21:41:02 UTC  |  Edited by: Dominara Shadowfey
This topic is misguided.

Part of the joy of RPGs is finding easy to get powerful skills to train first and have some fun with blowing things up, and then finding less powerful but hard to get skills to mixmax as you invest more time into it.

If training time is always proportional to how good a skill is, you may as well have 50 ranks of +dogooder in missiles which always gives you the same equal and fair boost - boring.



TLDR: It's not perfectly balanced on purpose because it's fun.
Zan Shiro
Doomheim
#29 - 2013-03-03 15:01:14 UTC
I'd be open to the warhead upgrade getting some % love.....

As a mix gun/missile user I could see the need to surgical strike 5 train but not go warhead 5. Its % boost is jsut not worth it when looking at missiles in general and then you look at guns.

I can see the need to make my pests and apocs as hard as they can with SS 5. Even for gun caps this shows to be a good investment. Warhead 5 though...hell make it warhead 10 and phoenix would still suck ass since anything faster than 0 m\s is speed tanking it lol.


James Amril-Kesh
Viziam
Amarr Empire
#30 - 2013-03-04 15:06:08 UTC
Lucius Exitius wrote:
If you are moving at any speed you will never take full damage.

Wrong. If the target is moving slower than the explosion velocity and has a signature radius larger than the explosion radius, the missile will hit for full damage every time.

Enjoying the rain today? ;)

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