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Phoenix Redesign Idea

Author
Gypsio III
State War Academy
Caldari State
#21 - 2014-01-07 12:17:08 UTC
No, you mentioned nothing about BS. The point that you were making was that they couldn't deal full damage to supercaps. If this were true, it would be a problem because supercaps can't be webbed or painted, and yet are big enough that they shouldn't be able to speed-tank.

But, unless I'm misunderstanding the interaction between links and Ragnorak bonuses, even a linked, Ragnorak-boosted ABing Hel still takes full damage from citadel torps. So it's not an issue. I think the belief that it is an issue is just a hangover from when siege mods gave a penalty to missile explosion velocity.

The issue of damage application against BS is a bit different. I think the line between "useless" and "effective" blap Phoenix is quite narrow, because of the nature of the missile formula. An effective blap Phoenix would be a scary thing - dropping unavoidable 150k volleys on targets, regardless of transversal. CCP seems to recognise this as a problem and seems reluctant to alter the Phoenix in that direction. Which only leaves the anticapital/structure role for the Phoenix, where it's also subpar.
TheMercenaryKing
School of Applied Knowledge
Caldari State
#22 - 2014-01-07 15:54:53 UTC
When I can, i will go onto SISI and test the GMP, but from what it looks like so far, the citadel torp is not effected.

As far as firewalls go, how often do you see those fleets. It was one thing in the Ravens and Drakes day, but now it would be ridiculous.

The raw damage. The Nag is fine, but the Moros needs a range nerf (-1 or -2 KM optimal) to put the blasters more inline. Revs need a damage buff (+10%) as well as torps (increase explosion velocity +10% damage)

See DPS Graph - Stationary Archon.
See DPS Graph - Moving Archon.


All Graph represents unfitted ships will all level 5 skills. Fittings tend to complicate and are able to adapt ships to different specifications such as cap stability, range, or alpha.
Gypsio III
State War Academy
Caldari State
#23 - 2014-01-07 19:51:06 UTC
I tested it a while back, just checked again in case anything had changed.

"Show info" on a loaded citadel torp on Sisi shows 1500 m explosion radius.

Testing reveals 10,191 damage from EM torp against a 560 m sig CNR, and 27,298 damage against a stationary 3360 m sig radius CNR. EM resists were 0%.

Sig radius of 560 m against 1500 m expected explosion radius indicates 37.33% damage expected.
Full damage is 27,298, therefore 10,191 damage is 37.33% damage observed.

GMP affects citadel torps.

Soldarius
Dreddit
Test Alliance Please Ignore
#24 - 2014-01-07 22:34:05 UTC
Phoenix itself isn't the problem for the most part, other than its absolutely craptastic capacitor. It literally can't rep itself for even one siege cycle, and it has a local rep bonus. It can fit a massive shield buffer. But when sieged it can't catch reps. Torp Phoenix has the best on-paper alpha and second best dps of all dreads. But citadel torps can't apply damage for **** and citadel cruises have crappy damage to begin with. Because there are no T2 capital weapons, both have absolutely no flexibility compared to turrets, making the Phoenix a perfect ****-storm of **** modules.

WARNING: MATH AHEAD!

The missile damage formula is a funny thing. It allows for multiple ways to reduce damage as well as a way to compensate for crap application due to high target velocity and small signature radius.

For reference: applied damage = damage * MIN(1;Sr/Er;(Sr/Er*Ev/Vel)^(LOG(drf)/LOG(5.5)))


  • Sr = Signature Radius of target
  • Er = Explosion Radius of missile
  • Ev = Explosion Velocity of missile
  • Vel = Velocity of target
  • drf = Damage Reduction Factor of missile (citadel torps = 5.5)
  • damage = base damage of missile (citadel torp Meta 0 = 2000, faction = 2200)


All 5 sieged Phoenix shooting Citadel Torps at the above all 5 Archon will have Er = 1500m, Ev = 30. As stated above the Archon has Sr = 2920. Velocity needs to always be > 0 or division by 0 and the universe explodes/collapses as required.

We have a nested group of functions that do 3 things. First it sets the maximum damage multiplier to 1x. So you can never exceed 100% of your volley damage. No wrecking hits or other random stuff.

Second, it does a comparison between target signature radius and missile explosion radius. In the case of the Archon, citadel torpedoes have no problem there, as 2920/1500 is > 1.

Third, it calculates a coefficient based on the ratio of Sr/Er to Ev/Vel and reduces that by raising it to an exponent which is calculated by dividing the natural log of the drf by the natural log of 5.5.

The whole drf exponential portion of part 3 lessens the part 3 reduction. The effect decays exponentially the closer the drf gets to 1 from 5.5. Citadel torps have drf = 5.5, so not only do they have crappy stats to begin with, they are subject to the full damage reduction of part 3 as well. They are the only missile in the game with DRF=5.5.

Its nice to know someone was worried about Citadel torps being OP. Unnerf them now, m'kay?

Essentially, the formula ensures that a very small ship will always get a significant damage reduction no matter how slow it is going and a very large reduction if it is also going very fast. But a very fast ship can still get hammered if it is has a signature radius that is sufficiently large enough to offset it's velocity.

Because both size and velocity are considered, one can compensate for high velocity or small size by increasing Sr or reducing velocity of the target. Both will achieve the same thing up to a certain point (see part 2 of the formula, and as velocity approaches 0). If the target is moving at twice the explosion velocity of the missile, 30mps / 60mps, you can compensate perfectly by increasing the target's Sr to twice the Er of the missile.

So in the case of the afore-mentioned Archon, if it is moving at nearly 90mps (3x the missile's 30mps Ev), you can compensate by using target painters to increase it's Sr to 4500m (3x the missile's Er). One 55% TP will do it. (4500/2920 ~ 1.54...)

A target painter compensates for both higher velocity and small size at extremely long ranges. Webs have extremely short ranges (usually) and only compensate for velocity, leaving small ships partially unaffected even at near zero velocity. Unfortunately, painters are a percentage increase. So small ships are again at an advantage because they don't get a significant enough Sr increase to really notice the difference. But large ships are affected to a much greater degree.

Now here is where it all breaks down. Supers and titans are immune to EWAR. Thus you cannot target paint or web them. So the only way to compensate for their velocity is with rigs, implants, and Crash Booster to reduce the Er of your torps. A 6% implant and Strong Crash gives a total 36% reduction in Er, which results in a final Er of 960m, or Sr/Er factor of ~4.58. Thus your Archon from the previous example would need to be moving at 30*4.58 ~ 137mps before it receives any damage reduction.

The problem is further compounded when you figure skirmish links, medium range turret ammo, and tracking computers into the equation. Simply put, a Moros can simply swap from antimatter to iron, turn on a speed scripted tracking computer, and out dps a Phoenix from 14 to 54km, nearly the entire engagement range of the torp Phoenix.

There are no T2 citadel launchers. So the Phoenix doesn't even have the option of swapping to Javelin torps or Precision cruise ammo, whereas all turret dreads can swap between cr/hi-tracking and lr ammo at will.

Give us T2 capital weapons and ammo to start.

Then consider removing the remote rep/EWAR immunity on Siege modules and supers/titans. Compensate by giving massive boosts to certain base hull stats such as sensor strength (+5000) and warp strength (+100), and perhaps a partial reduction to certain forms of EWAR like tracking disruption and remote damps. Add a healthy cap regen bonus as well so dreads can actually self-rep for more than a minute or two without totally gimping their combat fits with cap regen items.

Buff citadel torps a little will ya? Just a 10% boost to Explosion Velocity would up their applied dps to moving targets noticeably. Bringing down the DRF would lessen the double ass-shafting that citadel torps get by their already crap application stats. A combination of the two might be best. Er is fine.

http://youtu.be/YVkUvmDQ3HY

Gypsio III
State War Academy
Caldari State
#25 - 2014-01-08 09:16:13 UTC  |  Edited by: Gypsio III
There's a lot of words there, and distressingly few of them are correct. Straight

Phoenix has more capacitor than the Naglfar.
The Phoenix doesn't have a local rep bonus.
Torp Phoenix does not have second-best paper DPS, it has third-best. You're not armour-tanking a Naglfar, are you?
The Archon isn't a supercap.
There is no damage application problem against supercaps.
There is no such thing as "high-tracking" T1 ammo for lasers or hybrids.
And yet again the problem is misidentified as one of damage application, when it's one of damage potential.
Liafcipe9000
Critically Preposterous
#26 - 2014-01-08 11:41:43 UTC
Kaerakh wrote:
Breaking news in Dekklein today as there is a fierce stand off between PL and CFC forces. Only time will tell who will run out of ECM missiles first and the real pew pews begin. This is SCOPE reporter Kaerakh signing off in the 20th hour of the fight and not a single ship has been lost due to intense ECM coverage.

ahahahahahahaha
HAHAHAHAHAHAHA

Lol

*dies*
Anthar Thebess
#27 - 2014-01-08 15:01:43 UTC
Allow it to be refitted for civilian usage.
So remove gunnery, and refit it to a BIG mining barge or a hauling ship capable of moving by gates.
Someone will finally have some for it after all Roll
Soldarius
Dreddit
Test Alliance Please Ignore
#28 - 2014-01-08 18:41:13 UTC
Gypsio III wrote:
There's a lot of words there, and distressingly few of them are correct. Straight

Phoenix has more capacitor than the Naglfar.
The Phoenix doesn't have a local rep bonus.
Torp Phoenix does not have second-best paper DPS, it has third-best. You're not armour-tanking a Naglfar, are you?
The Archon isn't a supercap.
There is no damage application problem against supercaps.
There is no such thing as "high-tracking" T1 ammo for lasers or hybrids.
And yet again the problem is misidentified as one of damage application, when it's one of damage potential.


You're right about the rep bonus. I"m not sure where I got the idea that it did. Maybe I had Golem on the brain. But it still can't rep for anything even remotely close to a single siege cycle without severely gimping its tank for cap modules and/or filling up its cargohold with cap boosters, which on a dread are not just of dubious value, but take away from cargo for stront.

Torp Phoenix gets 10039dps using meta launchers, faction ammo, and 3x BCS II. Nag using meta AC, 3x T2 gyros, and AA EMP 11058dps. Right you are.

I never said Archon was a super. But I acknowledge that how I wrote that part made it seem like it was. I did try to fix it. But I guess that didn't come through. My bad.

Citadel torps get a damage reduction to anything moving faster than 30m/s or smaller than 1500m unless you have fit application rigs to your ship, have a GMP implant, or are using crash boosters. Due to the way the damage formula works, if the ship has Sr = 3000m it could be moving as fast as 60m/s before you see a damage reduction. But since caps can and do move faster than that, you most likely will see that reduction, and it is significant.

The Phoenix can put out over 10k dps. So I disagree that it is a potential dps problem. Citadel torps have problems hitting anything moving. Turrets can fit to compensate for tracking whereas citadels cannot. Also see: EWAR invulnerability for supers, titans, sieged dreads, etc. preventing TP and webs from being used on them. (Pro-tip: Bring Strong Crash)

"High-tracking" would have been better stated as "higher-tracking". Some of those ammo types (not just lasers/hybrids) have penalties or bonuses to tracking. The point was that I want capital pilots to have the same ammo choices as subcap pilots. I also want Caldari cap pilots to have options when it comes to their ammo range and/or damage application. Currently there are quite literally none except for choosing damage type. And for the Phoenix and Levi, that means screwing yourself out of a significant damage bonus.

The obvious and easiest solution is to introduce T2 launchers and missiles for cap ships. Since it wouldn't be fair to turret users if they were left out, they should get their T2 weapons and ammo a well.

http://youtu.be/YVkUvmDQ3HY

Gypsio III
State War Academy
Caldari State
#29 - 2014-01-08 22:16:00 UTC  |  Edited by: Gypsio III
Okay, thanks for clarification.

I'd be very wary dealing with T2 cap mods, it's a whole new set of balancing problems, and the Phoenix is unlikely to come off well. For example, Void XL sounds a bit excessive if the range of capital blasters isn't fixed, while Null XL could result in the Moros outclassing the other dreads at any useful range. Scorch XL would help the Rev, but its introduction shouldn't be used to avoid fixing the problems with the Revelation when not using Scorch. I don't really see Rage and Jav Citadel torps offering the Phoenix anything useful - Rage would be designed for use against larger caps, so it would only be really useful against supercaps, while Jav would just be fairly pointless - range isn't the Phoenix's problem. Indeed, since turret dreads would be able to use high-damage T2 ammo against other stationary objects without loss of damage, I suspect that they would benefit more than the Phoenix.

I don't think the Phoenix has a damage application problem against capitals. I keep saying this and people keep disagreeing with me, but not saying why, so let's talk details. Obviously, it has no problem applying damage to sieged/triaged caps, so that only really leaves Slowcat-type carriers. People always assume that the carrier is moving at full speed, but I don't think this is realistic. I don't have any particular experience of this, so I may well be wrong, but my feeling is that a blob of carriers is going to be sitting still to ease the sentry deploy/scoop thing. Just checking a a few videos suggests that this happens at least some of the time. However, I also suspect that using Phoenixes against a slowcat fleet is a stupid idea anyway, regardless of the ease of damage application, because of delayed damage in large fleets and the ease of refitting to firewalls. So that would limit the Phoenix's role to shooting structures and sieged/triaged capitals - meaning that no damage application problem exists.

Having said all that, I don't have any particular problem with increasing ease of damage application - except to say that, by itself, it won't give the Phoenix an advantage over another dread at any particular role, and hence the Phoenix will remain unused and broken.

Think of the targets that a dread actually shoots at, and the environments in which this occurs:

Capitals and structures
Subcaps
"Small" fights (particularly WHs)
Fleet

For the Phoenix to be used it must have a role. This means that it must be the go-to choice in one of these combinations of target and environment. We can rule out "fleet" immediately because of delayed damage and firewalls. It's also immediately clear from the argument above that increasing explosion velocity doesn't help against capitals and structures, and although it would help against subcaps, I do not believe that any plausible change in explosion velocity will result in the Phoenix being the preferred choice in that role.

So, frankly, the only possible environment for the Phoenix is "small fights" and "whacking capitals and structures" - meaning sieged/triaged ones normally, hence the absence of a damage application problem. Currently, the Phoenix is fourth choice in this combination of whacking capitals/structures in smaller fights, because the Moros deals a lot more damage and the Naglfar deals more damage with greater ease of damage type selection. Even the Revelation is preferred because although it has similar damage to the Phoenix (on paper anyway, remember the Phoenix loses damage because of the interaction of siege mode and missile flight time), because it has greater flexibility because it's so superior in the blap game.

So, put simply, missile dynamics and their damage formula mean that the only possible role for the Phoenix is as an anticapital/structure platform in smaller fights. The only way it can be preferred to the Moros and Naglfar at this is with greatly increased damage. Superiority in this role will be balanced by its inferiority in fleet and at the blap game.

If you've got a different way of giving the Phoenix a role, I'd be interested to hear it, but I'm sure that fiddling with explosion velocity alone simply won't work. Remember, the Phoenix has recently received a major double boost to damage application - GMP applying and removal of the siege mod penalty to explosion velocity - and it's had absolutely no effect on the usefulness of the Phoenix.
Naomi Knight
Ministry of War
Amarr Empire
#30 - 2014-01-08 22:44:32 UTC
just double capital missiles dmg
Soldarius
Dreddit
Test Alliance Please Ignore
#31 - 2014-01-08 23:02:42 UTC
Good stuff.

The base ExpVel of citadel torps is 20m/s, and base ExpRad is 2000m. Skills improve those to 30m/s and 1500m respectively. So any ship that is larger and slower will take full damage. It is my understanding that a cap that is moving at full speed which then activates its siege or triage module for example, will continue to drift for a time until it eventually comes to a complete stop. Mass and inertia effects in Eve being based on a liquid medium rather than a vacuum.

I recall reading a post by a dev (can't remember where) stating that he was concerned about citadel torps being OP if they were buffed much because of their high alpha. And indeed, a Phoenix has an alpha of over 130k damage with Guristas Scourge Citadel torps.

I wouldn't be opposed to reducing their raw damage if their was a commensurate reduction in launcher cycle time to keep dps the same.

I also looked at the dps graph in EFT and was able to simulate an increase in ExpVel by fitting a couple rigs to the ship. Even a 10% buff to ExpVel makes a heck of a difference when shooting a moving target.

The ExpRad seems good to me.

I'm left wondering if the people that complain about citadel missile damage application simply need to train their application skills more. So I ran a couple easy numbers.

According to EFT, a Hel boosted by both a max-skilled Claymore and a Rag has a sigRad of 7275m and can move at 100m/s. Worst case with no missile application skills you would be dealing 7275/2000*20/100 = 72.75% damage applied. So ~7275dps.

Training those skills just to level 3 completely removes all damage application issues in this case. 7275/1700*26/100=1.1126.

Should be working fine. I think I'll train for it on sisi just so I can try it myself.

On a side note, if you were to use Strong Crash, rigs, TP and a webber, I don't see why you couldn't blap a BS., especially if you hit him while he is turning around. Volley would be about 64k raw damage.

http://youtu.be/YVkUvmDQ3HY

Arthur Aihaken
CODE.d
#32 - 2014-01-09 03:59:20 UTC
Soldarius wrote:
I'm left wondering if the people that complain about citadel missile damage application simply need to train their application skills more. So I ran a couple easy numbers.

You might want to recheck your calculations… With all V skills, three Citadel T1 cruiser launchers with Scourge Citadel cruise ammunition and four T2 ballistic controllers will hit a moving battleship for 7% in Siege. This increases to 14% with T2 rigors and 22% with T2 rigors and a pair of T2 target painters. That's basically as good as it gets. What is the actual DPS you ask? 1133.25 for all 3 launchers in Siege mode.

Base damage application against Carriers and Dreadnoughts is 67% and 70%, respectively.

I am currently away, traveling through time and will be returning last week.

Gypsio III
State War Academy
Caldari State
#33 - 2014-01-09 09:07:29 UTC
Soldarius wrote:
Good stuff.

The base ExpVel of citadel torps is 20m/s, and base ExpRad is 2000m. Skills improve those to 30m/s and 1500m respectively. So any ship that is larger and slower will take full damage. It is my understanding that a cap that is moving at full speed which then activates its siege or triage module for example, will continue to drift for a time until it eventually comes to a complete stop. Mass and inertia effects in Eve being based on a liquid medium rather than a vacuum.


Yes. But the only time people do this with dreads is with the mysterious nano-Phoenix, because for turret dreads it normally destroys your own tracking! With carriers it's slightly different, it's a good way of getting some transversal on some dreads at a point, but in my experience people want to stop before triaging anyway, because they don't want to drift out of rep or refit range.

I think the belief that supercaps can speed-tank a Phoenix comes from when the siege mod gave a penalty to explosion velocity and GMP had no effect. Those were changed a while back, but old beliefs die hard - particularly when nobody is using the Phoenix in combat to find out!

This assumes that EFT is correct though. When you add the Ragnorak in EFT, you can see that the Hel's sig only drops slightly, much less than the Titan bonus would suggest, suggesting that the Titan bonus replaces the sig radius link bonus, rather than both working. I've been training Cap Ships V on Sisi to make sure this is right.
Altrue
Exploration Frontier inc
Tactical-Retreat
#34 - 2014-01-09 10:09:01 UTC
This overall suggestion is meh, because it greatly changes the role of the phoenix compared to other dreads. And I believe that it is possible to balance it while still letting it be a DREAD.

However. Thanks to OP, now i WANT TO FIRE VOID MISSILES DAMIT !!

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Robert Caldera
Caldera Trading and Investment
#35 - 2014-01-09 12:40:33 UTC
ccp please at least rework its fugly model pleeeaaasssseeee
Gypsio III
State War Academy
Caldari State
#36 - 2014-01-09 13:06:50 UTC
Arthur Aihaken wrote:
Soldarius wrote:
I'm left wondering if the people that complain about citadel missile damage application simply need to train their application skills more. So I ran a couple easy numbers.

You might want to recheck your calculations… With all V skills, three Citadel T1 cruiser launchers with Scourge Citadel cruise ammunition and four T2 ballistic controllers will hit a moving battleship for 7% in Siege. This increases to 14% with T2 rigors and 22% with T2 rigors and a pair of T2 target painters. That's basically as good as it gets. What is the actual DPS you ask? 1133.25 for all 3 launchers in Siege mode.

Base damage application against Carriers and Dreadnoughts is 67% and 70%, respectively.


Unrealistic assumptions for the capitals, as already discussed, leading to misleading results.

Also sort of unrealistic for the battleship, because you've assumed no support. In reality, anyone attempting to blap stuff with a Phoenix will have support. Let's assume torps, no Rigour, standard Crash and two 60% webs and two 37.5% painters - so a standard Phoenix fit with a gang capable of tackling the target BS for a dread to shoot it. Let's take a trimarked Dominix as the target.

Dominix speed is 23 m/s (after it's slowed down, ofc!) and sig is 848 m. With Crash, the Phoenix does 70.7% damage. Pretty good, eh?

Well, not really. The problem here is that a Moros or Naglfar shooting that same Domi would normally be hitting even more easily. While you can get the Phoenix to do the blap thing against caps (and with Rigours, 90% webs and linked bonused painters you can start thinking about whacking T3s off the field!), the fundamental problem is that the Moros and Nag simply do this better and more easily, requiring less specialised support. Conversely, there's a balance problem in that if the Phoenix does become able to reliably apply DPS to small stuff, there is basically no escape for a target when being shot by, say, three Phoenixes. The nature of missiles makes it a tricky situation to balance, hence my preference for focusing on the anticapital role.
Arthur Aihaken
CODE.d
#37 - 2014-01-09 14:27:52 UTC
Gypsio III wrote:
[Also sort of unrealistic for the battleship, because you've assumed no support.

Not necessarily. A Dreadnought should at least be able to "hold its own" against battleships without a small armada of support. If the solution isn't to increase the damage application for capital weapons, then why not something like rapid cruise launchers that at least give the Phoenix some peer-to-peer combat ability?

I am currently away, traveling through time and will be returning last week.

TheMercenaryKing
School of Applied Knowledge
Caldari State
#38 - 2014-01-09 14:39:25 UTC
While i like the idea of dreads being able to one shot or kill battleships with ease, there needs to be a line.

Seeing dreads do better out of siege, and then (maybe) re-adding a tracking penalty to siege-mode would be awesome.This and reducing the power of capital remote reps by adding a stacking penalty would be a good balance for the first tier of capitals IMO. This Repping stacking penalty would apply only to capital reps as their rep yield is so god damn high as it is. This would mean capitals would not be able to hold tank as well unless some carriers commit.
Ordo Malus
State War Academy
Caldari State
#39 - 2014-01-09 14:59:59 UTC
So the common theme here is that he Phoenix's weakness is damage application against non capitals.

Assuming that:
1) Phoenix will perform well against capitals in a general situation. (Dread vs dread)
2) The other three dreads are best suited (turrets) for handling non capitals due to damage application vs sig radius (and other issues already discused)
3) Phoenix could use an increase in explosion velocity however this risks being too powerful against subcaps.
4) Phoenix needs a niche to be utilized.


Seems to me that the Phoenix's design is very dependant on what you "expect" to face. You assume dreads can go siege something, a tower, station, other capitals, and refit if needed to help combat battleships and the like. The Phoenix can bash big things well, however if we try to fix explosion velocity, it will either be too much or too little. How about increasing the damage of the phoenix even more?

Leave it identical to it's current setup but increase damage. If you want a niche, let it be that the phoenix can out brawl anything short of a super carrier. It will still have the same tank limitations, not be viable against subcaps (requiring subcap support) but it will be able to overpower other capitals. This will mean that there is a choice between what dread to use on an operations. If there is a hostile subcap fleet, you're not taking the phoenix. If its a capital brawl, bring out the phoenix. Same goes for a station/pos bash. Its superior damage to siege anything is countered by the fact that, without support, it will whelp. The other three dreadnaughts will retain their current damage ability of sieging things with the benefit of being capable of killing battleships and such.
TheMercenaryKing
School of Applied Knowledge
Caldari State
#40 - 2014-01-09 15:16:03 UTC  |  Edited by: TheMercenaryKing
Ordo Malus wrote:
So the common theme here is that he Phoenix's weakness is damage application against non capitals.

Assuming that:
1) Phoenix will perform well against capitals in a general situation. (Dread vs dread)
2) The other three dreads are best suited (turrets) for handling non capitals due to damage application vs sig radius (and other issues already discused)
3) Phoenix could use an increase in explosion velocity however this risks being too powerful against subcaps.


the explosion radius (sig) is okay, but its the explosion velocity that's the problem when talking about damage application. All capitals and above are susceptible to torps and cruise missiles except if they are moving. A carrier moving at top speed with max transversal still receives more than 70% of base damage from turret dreads, but with torps its about a 50% reduction (even more if they are running sig reduction).

When speaking of raw Damage, again capital missiles are lacking. People say the moros is great only because it has not received a blaster range nerf yet (which it deserves). Pulses would then fill the gap between blaster and autos.

If my proposed change of explsion velocity were to happen, then see the following:

TL;DR Math : 500 sig bs @ 120 m/s vs Cit. torps (changed for GMP)= 13.7% base damage

Base damage * [ (500/ 1500) * (50 / 120) ] ^ 1
Base damage * [ (0.33) * (0.415) ]
Base damage * (.13695)

Currently it is: TL;DR 8.25% of base damage with current torps

Base damage * [ (500/ 1500) * (30 / 120) ] ^ 1
Base damage * [ (0.33) * (0.25) ]
Base damage * (.0825)
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