These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey] Cruise Missiles

First post First post
Author
Mike Whiite
Deep Core Mining Inc.
Caldari State
#381 - 2013-04-18 14:26:04 UTC  |  Edited by: Mike Whiite
Jezza McWaffle wrote:
Seriousily some people are comparing missiles to guns?

Ok if you want missiles to have more modules that effect them like guns you must:

- Have massively reduced range for your top damage missiles (talking 20km)
- Miss the target
- Be affected by tracking disruptors

Dont understand why missiles should be more like guns considering they have massive advantages as well as drawbacks!...

/rant over


I personally like these changes and if CCP made this effort on the Amarr weapons I would say good job.



You do realise the top damage Missiles range is 20 km. Torp and Ham

not that I want missiles to be more like guns, but to make them viable they (or the ships) need better ways to deal with smaller ships.
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#382 - 2013-04-18 14:35:23 UTC
Jezza McWaffle wrote:


- Have massively reduced range for your top damage missiles (talking 20km)



T1 Torpedo at all Lv 5 (unbonused ship) = 20.4 KM
T2 Rage at all Lv 5 (unbonused ship) = 16.9 KM

I would like to see T2 torps have 20KM range baseline.. ;)

I have to agree though that the majority of the last comments are crap. This buff is well thought out. We are going to get a good chunk of more DPS, and the prepared pilots can apply it aswell.

Ofcourse CM's will compete with turrets now, but I can't see how that is wrong, given the problems you have with applying dmg. A missile boat dedicating all rig slots and 1-2 med slots to dmg application should do reasonable well, and this is what the changes are doing.

Ofcourse dmg application against smaller targets won't be perfect, but it was never intended to be perfect anyway. You can't just let cruise missiles blap frigs and/or cruisers to easily, and that is why explosion radius gets a slight increase.

Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#383 - 2013-04-18 14:40:20 UTC  |  Edited by: Berluth Luthian
...Wondering how the Cruise Missile buffer will improve this classic fit...? Thoughts?

My Raven will be equipped with the following:

HIGH
06 x Cruise Missile Launcher I
01 x SMALL TRACTOR BEAM 1
01 x SALVAGER I

MEDIUM
04 x LARGE SHIELD EXTENDERS
01 x 'HYPHNOS' ECM
01 x MEDIUM SHIELD BOOSTER

LOW
01 x EMERGENCY DAMAGE CONTROL
01 x ARMOR KINETIC HARDENER I
01 x ARMOR THREMIC HARDENER I
02 x WARP CORE STABILIZER I

DRONES
02 x WARRIOR I DRONES
03 x HAMMERHEAD I DRONES

UPGRADES
01 x ROCKET FUEL CACHE PARTINTION I
01 x BAY LOADING ACCELERATOR I
01 x HYDRAULIC BAY THRUSTER I
Bi-Mi Lansatha
The Scope
Gallente Federation
#384 - 2013-04-18 15:00:13 UTC  |  Edited by: Bi-Mi Lansatha
Chessur wrote:
...So again I will say, the new cruise changes are going to be worse. 10% decrease in explosion velocity is huge and will have a significant part of your on paper DPS not being applied.

"10% increase in explosion radius for all Cruise Missiles"

A few questions. Is this the correct equation?

Damage = D * (S/E*Ve/Vt)^(ln(drf)/ln(5.5)

drf (Damage Reduction Factor) = 4.7 for Fury Cruise

Damage = D * (S/E*Ve/Vt)^(.85)

Is this correct or have I made an error?
Bi-Mi Lansatha
The Scope
Gallente Federation
#385 - 2013-04-18 15:02:02 UTC  |  Edited by: Bi-Mi Lansatha
Berluth Luthian wrote:
...Wondering how the Cruise Missile buffer will improve this classic fit...? Thoughts?

My Raven will be equipped with the following:

HIGH
06 x Cruise Missile Launcher I
01 x SMALL TRACTOR BEAM 1
01 x SALVAGER I

MEDIUM
04 x LARGE SHIELD EXTENDERS
01 x 'HYPHNOS' ECM
01 x MEDIUM SHIELD BOOSTER

LOW
01 x EMERGENCY DAMAGE CONTROL
01 x ARMOR KINETIC HARDENER I
01 x ARMOR THREMIC HARDENER I
02 x WARP CORE STABILIZER I

DRONES
02 x WARRIOR I DRONES
03 x HAMMERHEAD I DRONES

UPGRADES
01 x ROCKET FUEL CACHE PARTINTION I
01 x BAY LOADING ACCELERATOR I
01 x HYDRAULIC BAY THRUSTER I
Are you not mixing shield and armor tanking?
Reaver Glitterstim
The Scope
Gallente Federation
#386 - 2013-04-18 15:03:23 UTC
Bucca Zerodyme wrote:
Reaver Glitterstim wrote:
Fonac wrote:
What does signature resolution mean?
I don't think missiles use signature resolution.
Obviously its good to use TP, it increase your DPS a lot. Explosion velocity increase your DPS too, but the primary dmg indicator is the signature of the ship.
Correct. Signature resolution on turrets is sort of like explosion radius on missiles.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kueyen
Angharradh's Aegis
#387 - 2013-04-18 15:49:50 UTC  |  Edited by: Kueyen
Bi-Mi Lansatha wrote:
"10% increase in explosion radius for all Cruise Missiles"

A few questions. Is this the correct equation?

Damage = D * (S/E*Ve/Vt)^(ln(drf)/ln(5.5)

drf (Damage Reduction Factor) = 4.7 for Fury Cruise

Damage = D * (S/E*Ve/Vt)^(.85)

Is this correct or have I made an error?

Damage = D * Min( 1, (S/E), (S/E*Ve/Vt) ^ (ln(drf)/ln(5.5)) )

drf (Damage Reduction Factor) = 4.5 for Regular/CN, 4.7 for Fury, 3.5 for Precision
D = 300 for Regular/Fury, 345 for CN, 420 for Fury
E = 300 for Regular/CN, 270 for Precision, 516 for Fury
Ve = 69 for Regular/CN, 83 for Precision, 58 for Fury

Damage(Precision) = 300 * Min( 1, (S/270), (0.3074*S/Vt)^(0.7349) )
Damage(Regular) = 300 * Min( 1, (S/300), (0.2300*S/Vt)^(0.8823) )
Damage(CN) = 345 * Min( 1, (S/300), (0.2300*S/Vt)^(0.8823) )
Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) )

Until all are free...

Shingorash
School of Applied Knowledge
Caldari State
#388 - 2013-04-18 16:07:54 UTC
Berluth Luthian wrote:
...Wondering how the Cruise Missile buffer will improve this classic fit...? Thoughts?

My Raven will be equipped with the following:

HIGH
06 x Cruise Missile Launcher I
01 x SMALL TRACTOR BEAM 1
01 x SALVAGER I

MEDIUM
04 x LARGE SHIELD EXTENDERS
01 x 'HYPHNOS' ECM
01 x MEDIUM SHIELD BOOSTER

LOW
01 x EMERGENCY DAMAGE CONTROL
01 x ARMOR KINETIC HARDENER I
01 x ARMOR THREMIC HARDENER I
02 x WARP CORE STABILIZER I

DRONES
02 x WARRIOR I DRONES
03 x HAMMERHEAD I DRONES

UPGRADES
01 x ROCKET FUEL CACHE PARTINTION I
01 x BAY LOADING ACCELERATOR I

01 x HYDRAULIC BAY THRUSTER I


Please tell me your trolling.
Liang Nuren
No Salvation
Divine Damnation
#389 - 2013-04-18 17:10:44 UTC  |  Edited by: Liang Nuren
Karah Serrigan wrote:
Liang Nuren wrote:
You PVP fit your Ravens with 2 BCUs? Well, I think I found the ******* problem.

-Liang


Lol you fit PvP Ravens. Hahaha.

-Karah


Of course I do. As long as you're careful in picking your engagements it'll work out fairly well too. Most people aren't expecting a 1500 DPS freight train to hit them. ;-)

-Liang

Ed: I also PVP fit the old mining frigates, atrons, herons, firetails, comets, stabbers, scythe fleet issues, omens, and more. Roll

I'm an idiot, don't mind me.

Enya Sparhawk
Black Tea and Talons
#390 - 2013-04-18 21:57:56 UTC
Bucca Zerodyme wrote:
Reaver Glitterstim wrote:
Fonac wrote:
What does signature resolution mean?

Signature resolution is a weapon's "anchor point" for signature radius calculations. When numbers on the weapon rely on the target's signature radius (such as tracking), then when the target's signature radius is equal to the weapon's signature resolution, the number is the listed value. For instance, a large turret has a signature resolution of 400m. If it fires at a target with a 400m signature radius, it gets 100% of the listed tracking value. If it fires at a target with a 2000m signature radius, it gets 500% of listed tracking.

I don't think missiles use signature resolution.


See for yourself, this how missiles damage is calculated:

Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))

Where
sig = ship's signature
vel = ship's velocity
Er = Explosion Radius of missile
Ev = Explosion Velocity of missile
drf = Damage Reduction Factor of missile

DRF is a value based on missile type which is visible on the charge info page:
Rocket = 3.0
Light Missile = 2.8
Assault Missile = 4.5
Heavy Missile = 3.2
Torpedo = 5.0
Cruise Missile = 4.5
Citadel Torpedo = 5.5
Citadel Cruise Missile = 4.5

Obviously its good to use TP, it increase your DPS a lot. Explosion velocity increase your DPS too, but the primary dmg indicator is the signature of the ship.



I was just looking over this post and I think you're right... I'm sorry to ask this (you people seem to know your math) but do torps and cruise use the same formula for calculating damage?

Wouldn't it stand to reason that a cruise would hit/detonate on a target at 0m sig radius as oppose to 2000m sig (as given in the example above) since it has guidance and enough speed to achieve it? (As oppose to a torp which is unguided)

So the signature radius value for the cruise missle is defining its ability to hit the target but not properly applying the damage to that target because it is not hitting at dead center but 2000m out from it... Wouldn't it be better defined as a ratio of the sig radius instead?

What's the formula for calculating turret damage? (I'd like to compare the two)

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Kenshi Hanshin
Pator Tech School
Minmatar Republic
#391 - 2013-04-18 22:32:26 UTC  |  Edited by: Kenshi Hanshin
CCP Rise wrote:
Hello!

As you all know, we are rebalancing all of the tech 1 battleships for Odyssey. This means its a very good time to begin looking at large missile systems. This post covers Cruise Missiles specifically.

The biggest problem for Cruise missiles is that their main draw is their range (roughly 75k with no skills, 170k with all 5s, and 250km or so with a Raven). Unfortunately, using long-range missiles in most pvp situations is unrealistic, as the flight time for the missiles, which can be up to 20 seconds, allows plenty of opportunity for your target to evade damage. On top of that, in situations where flight time isn't as much of a problem (like small scale engagements), cruise damage is extremely low. The result is a situation where Cruise Missiles have pve applications, but otherwise torpedoes become the only available weapon system for missile focused battleships. We want to change that!

We are hoping to improve Cruise from two angles. First we will increase their damage by around 30%. This will happen partly in a change to the base missile damage, and partly in a rate of fire increase for the launchers. Secondly, we are going to increase the base velocity of cruise missiles substantially, making their role as the premiere long range missile at least slightly more realistic. These two improvements will be balanced by an increase in power grid need for the launchers, and a small explosion radius increase for the missiles.

Specifically:

5% increased rate of fire for all Cruise Missile Launchers
200 added power grid need for all Cruise Missile launchers

4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec)
14 second base flight time for all Cruise Missiles (down from 20 seconds)
25% increase in base damage for all Cruise Missiles
10% increase in explosion radius for all Cruise Missiles


Please keep in mind this change is not comprehensive. Following Odyssey, we hope to do more work to improve the missile systems in EVE by potentially adding new modules and/or interactions.

Look forward to hearing your feedback, as always
Rise

Why do you feel it is necassary to increase the power grid requirement and explosion radius?

Wouldn't it be more efficient to increase the explosion velocity, missile velocity (w/ lower flight time) and a less massive brute damage buff?

Will there be modules added that enable a pilot to affect their explosion velocity and explosion radius? As this is very much needed!

The explosion velocity would help the cruise missiles better hit a moving target; thereby acting as a damage buff in and of itself. The higher missile velocity combined with a shorter flight time would reduce the time-delay from firing to hitting. Making it harder for a PvP target to escape damage. Also would act to increase the felt DPS on the target as there would be less delay between volleys.

Furthermore, are the proposed missile changes live on the test server yet? I am assuming it wouid be Singularity.
FT Diomedes
The Graduates
#392 - 2013-04-18 23:12:36 UTC
Shingorash wrote:
Berluth Luthian wrote:
...Wondering how the Cruise Missile buffer will improve this classic fit...? Thoughts?

My Raven will be equipped with the following:

HIGH
06 x Cruise Missile Launcher I
01 x SMALL TRACTOR BEAM 1
01 x SALVAGER I

MEDIUM
04 x LARGE SHIELD EXTENDERS
01 x 'HYPHNOS' ECM
01 x MEDIUM SHIELD BOOSTER

LOW
01 x EMERGENCY DAMAGE CONTROL
01 x ARMOR KINETIC HARDENER I
01 x ARMOR THREMIC HARDENER I
02 x WARP CORE STABILIZER I

DRONES
02 x WARRIOR I DRONES
03 x HAMMERHEAD I DRONES

UPGRADES
01 x ROCKET FUEL CACHE PARTINTION I
01 x BAY LOADING ACCELERATOR I

01 x HYDRAULIC BAY THRUSTER I


Please tell me your trolling.


That meme went right over your head.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Bucca Zerodyme
Good For Nothing Corporation
#393 - 2013-04-18 23:52:44 UTC  |  Edited by: Bucca Zerodyme
Kenshi Hanshin wrote:

Why do you feel it is necassary to increase the power grid requirement and explosion radius?


Grid is not a problem, i have about 4000 MW left on my Raven. I think it should be more difficult to fit cruise, because it does a huge dmg now.

Dunno about the explosion radius, i cant guess what CCP is thinking. Its not like the upcoming modules would be better then the current explosion radius + TP. I would be really surprised otherwise. Anyway this a step backwards for PvP-Combat. I mostly use Cruise in PvE, and i dont have any issues on the higher explosion radius.

PvE: x [dont care]
PvP: -

Kenshi Hanshin wrote:

Wouldn't it be more efficient to increase the explosion velocity, missile velocity (w/ lower flight time) and a less massive brute damage buff?


true, i would take the better explosion radius and explosion velocity. its not like im unhappy with this change, but i dont see how this is going to balance anything. Cruise missiles with T1 Ammo usually perform good, the DPS is not high but its easy to use it and you dont need to do much during missions, like getting in position etc. If you want more Dmg then use Fury. I think a 10%-15%buff in dmg would be good and keep the current radius. The only wish i would have, is reducing the penalty from using Fury missiles, the base explosion radius [516 -> 480] and explosion velocity[58 -> 60] for Fury is a bit high. Would be much easier to use, even for the low SP-Pilots.

PvE: + [dmg is always good in PvE]
PvP: - [Cruise do already good DMG, it sucks only at appyling it]

Kenshi Hanshin wrote:

Will there be modules added that enable a pilot to affect their explosion velocity and explosion radius? As this is very much needed!


I would be really sad if not, but i guess as i already told in my previous posts, this modules are not of any use in PvE, because you can apply Full DPS with 1TP + 2 Rigs already (even with Fury and against smaller targets like Cruisers you should switch to precision missiles). I think this modules would likely used in PvP, but i cant guess if it would be of any use, because a TP increase your DPS about 30%, so this modules should at least boost that far too. The only thing i would happy about is a low-slot module.

PvE: x
PvP: + - [dont really know how this modules would like, so i cant judge them now]

Kenshi Hanshin wrote:

The explosion velocity would help the cruise missiles better hit a moving target; thereby acting as a damage buff in and of itself. The higher missile velocity combined with a shorter flight time would reduce the time-delay from firing to hitting. Making it harder for a PvP target to escape damage. Also would act to increase the felt DPS on the target as there would be less delay between volleys.


Try to explain that to the CCP-Guys. The good thing is we know cruise sucks in PvP. The bad thing is CCP think they can fix it with modules. lets do some math, i have the most missiles skills at 5, wit Fury i get the following stats:
- explosion radius: 425 m
- explosion velocity: 87 m/s

This a guess, but lets say the target is moving about 140 m/s and has about 420 signature radius.
DPS on Target about:
1 * ((420 * 87) / (425 * 140))^(0.882) = 0.65
Its about 35% less, it gets even worse with more speed and smaller targets. If the modules are to powerfully then you only need about 1-2 modules [and precision would kill Cruisers easy], if they are underpowered, then it wont help you at all. I dont see a solution to this problem, if the modules sucks, then you cant use Fury, which is a sad thing, otherwise precision will kill any Cruiser.

precision missiles would be:
- explosion radius: 222.75 m
- explosion velocity: 124.5 m/s

This a guess, but lets say the target is moving about 300 m/s and has about 150 signature radius.
DPS on Target about:
1 * ((150 * 124.5) / (222.75 * 300))^(0.7348) = 0.39 [Remember you are soothing at a Cruiser, if you do less dmg its not that bad because your base dmg is higher. You can always be satisfied if you can do about 75% of you dmg]
Thats 61% less dmg, with a TP it would be about 0.47

Kenshi Hanshin wrote:

Furthermore, are the proposed missile changes live on the test server yet? I am assuming it wouid be Singularity.


just checked SiSi. Nope nothing, but dont except them this summer, CCP's working speed is that of a turtle.

Edit: inserted an example with precision missiles
Reaver Glitterstim
The Scope
Gallente Federation
#394 - 2013-04-19 02:25:33 UTC
Enya Sparhawk wrote:
Wouldn't it stand to reason that a cruise would hit/detonate on a target at 0m sig radius as oppose to 2000m sig (as given in the example above) since it has guidance and enough speed to achieve it? (As oppose to a torp which is unguided)
Guided is a categorical identifier to set long range missiles apart from short range. There is no functional difference. They can all hit a target with a signature radius of zero, and will deal no damage to it at all regardless of its velocity.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kenshi Hanshin
Pator Tech School
Minmatar Republic
#395 - 2013-04-19 02:25:51 UTC  |  Edited by: Kenshi Hanshin
Bucca Zerodyme wrote:


Grid is not a problem, i have about 4000 MW left on my Raven. I think it should be more difficult to fit cruise, because it does a huge dmg now.

Dunno about the explosion radius, i cant guess what CCP is thinking. Its not like the upcoming modules would be better then the current explosion radius + TP. I would be really surprised otherwise. Anyway this a step backwards for PvP-Combat. I mostly use Cruise in PvE, and i dont have any issues on the higher explosion radius.

PvE: x [dont care]
PvP: -

True, but that doesn't mean that I am gonna like it. Especially since certain CCP devs don't seem to understand their own algorithms.

Bucca Zerodyme wrote:

true, i would take the better explosion radius and explosion velocity. its not like im unhappy with this change, but i dont see how this is going to balance anything. Cruise missiles with T1 Ammo usually perform good, the DPS is not high but its easy to use it and you dont need to do much during missions, like getting in position etc. If you want more Dmg then use Fury. I think a 10%-15%buff in dmg would be good and keep the current radius. The only wish i would have, is reducing the penalty from using Fury missiles, the base explosion radius [516 -> 480] and explosion velocity[58 -> 60] for Fury is a bit high. Would be much easier to use, even for the low SP-Pilots.

PvE: + [dmg is always good in PvE]
PvP: - [Cruise do already good DMG, it sucks only at appyling it]

I agree with you on the 10-15% Buff to dmg with the same explosion stats. Also the penalties with T2 missiles really need to go. It is bad enough that missile-users (like myself) can't compete in PvP on equal footing with turret users.

CCP, I hope that you are paying attention!

Bucca Zerodyme wrote:
I would be really sad if not, but i guess as i already told in my previous posts, this modules are not of any use in PvE, because you can apply Full DPS with 1TP + 2 Rigs already (even with Fury and against smaller targets like Cruisers you should switch to precision missiles). I think this modules would likely used in PvP, but i cant guess if it would be of any use, because a TP increase your DPS about 30%, so this modules should at least boost that far too. The only thing i would happy about is a low-slot module.

PvE: x
PvP: + - [dont really know how this modules would like, so i cant judge them now]

Yes, the modules need to be low slots and for PvP usage. I concurr that there would be extremely limited to no use for PvE.

Bucca Zerodyme wrote:
Try to explain that to the CCP-Guys. The good thing is we know cruise sucks in PvP. The bad thing is CCP think they can fix it with modules. lets do some math, i have the most missiles skills at 5, wit Fury i get the following stats:
- explosion radius: 425 m
- explosion velocity: 87 m/s

This a guess, but lets say the target is moving about 140 m/s and has about 420 signature radius.
DPS on Target about:
1 * ((420 * 87) / (425 * 140))^(0.882) = 0.65
Its about 35% less, it gets even worse with more speed and smaller targets. If the modules are to powerfully then you only need about 1-2 modules [and precision would kill Cruisers easy], if they are underpowered, then it wont help you at all. I dont see a solution to this problem, if the modules sucks, then you cant use Fury, which is a sad thing, otherwise precision will kill any Cruiser.

precision missiles would be:
- explosion radius: 222.75 m
- explosion velocity: 124.5 m/s

This a guess, but lets say the target is moving about 300 m/s and has about 150 signature radius.
DPS on Target about:
1 * ((150 * 124.5) / (222.75 * 300))^(0.7348) = 0.39 [Remember you are soothing at a Cruiser, if you do less dmg its not that bad because your base dmg is higher. You can always be satisfied if you can do about 75% of you dmg]
Thats 61% less dmg, with a TP it would be about 0.47

Kenshi Hanshin wrote:

Furthermore, are the proposed missile changes live on the test server yet? I am assuming it wouid be Singularity.


just checked SiSi. Nope nothing, but dont except them this summer, CCP's working speed is that of a turtle.

Edit: inserted an example with precision missiles

Shouldn't need to be explained. CCP wrote the d**mn equation in the first place. It shouldn't be that hard to look at the equation for damage dealt. If they played with missiles for a week or a few days they would see exactly what I mean. Otherwise I have to use precious rig slots to get my results. Which I am not inclined to do for boats like the Raven.

I am sure that all of us can agree that Cruise Missiles are as useful as confetti with regards to PvP. But giving the missiles a massive damage buff isn't the answer. If the missiles can't apply that damage it doesn't fix anything! Missiles need to be fixed one of two ways. It will be bolded, so CCP, you can't claim you missed it:

1) Missiles have the highest alpha of the game. To offset the reductions due to (Explosion Sig / Target Sig) and (Explos-V/ Target-V). The 'V' stands for velocity as you'll should recognize from physics class. If you want an in-game logical reason, a missile defintiely could deal more damage than a bullet from an 'archaeic' projectile weapon. [Historical FYI, rocket-assisted shells is not a new idea, they existed in WWII].

2) Keep the present Explosion Radius. Increase the Explosion velocity to offset target velocity more. Increase missile flight speed and reduce flight time to compensate (Claim they have a small MWD engine for all I care! Drones have them so why can't missiles). Increase the base damage by 10-15%. This would go a much longer way towards giving missiles a place in PvP and on even footing with turrets, in the right situations.


Thoughts from my fellow missile-users?
Bi-Mi Lansatha
The Scope
Gallente Federation
#396 - 2013-04-19 07:16:10 UTC  |  Edited by: Bi-Mi Lansatha
Kueyen wrote:
...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) )
See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared.

What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old?

What am I missing that the other poster sees? What?
Josilin du Guesclin
Aliastra
Gallente Federation
#397 - 2013-04-19 09:00:16 UTC
Chessur wrote:

Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile

On paper: 460 DPS

MWD drake: 368

Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise

On paper: 560 DPS

MWD drake: 232 DPS

That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.)

Why in the heck are you using Fury for the Raven? I think you're setting it up to fail - on a BC target you should be using Precision or Faction. My estimates suggest Precision will almost always be the right choice with the new numbers if the target sub-cap and moving at all, unless you need range (in which case use Faction). Fury is for stationary targets and capitals, as always.
Bereza Mia
Trade Federation of EVE
#398 - 2013-04-19 09:19:49 UTC
Typhoon vs Raven

Before this cruise missiles changes many ppl said that Typhoon will be far better than Raven due to it +25% explosion speed.
What we have now, with all this new cruise?
The gap between T and R will become even more.

+missile velocity = Raven's bonus will be less valuable
+explosion radius = Typhoon's bonus will be more valuable
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#399 - 2013-04-19 09:39:42 UTC
Bi-Mi Lansatha wrote:
Kueyen wrote:
...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) )
See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared.

What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old?

What am I missing that the other poster sees? What?


I think you're missing mathematical incompetence. The other poster (Chessur?) is just clueless.

Take the following cases:

A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Megathron (954 m/s, 2280 m sig). WIth new cruise, damage dealt is 100%, so the 10% increase in explosion radius has no effect, you get the full benefit of the 31.6% cruise DPS increase.

A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Drake (1003 m/s, 2090 m sig). Old cruise did 96.3% damage; new cruise will do 88.6% damage. Accounting for 31.6% more DPS from new cruise gives an increase in applied DPS with new cruise of 21.0%. A single painter takes both to 100% damage, resulting in 31.6% more DPS from new cruise.

A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing shield Hurricane (1293 m/s, 1796 m sig). Old cruise did 67.4% damage; new cruise does only 61.9%, ohnoes, a nerf! Not quite. Accounting for the extra 31.6% DPS from new cruise indicates that new cruise will again do 21.0% more damage than old cruise.

This rule of >21% more applied damage seems to hold true in most sensible combinations of sig and speed, although it does seem to break down to 19.6% in some odd combinations. I don't have time to track it down right now though.
Josilin du Guesclin
Aliastra
Gallente Federation
#400 - 2013-04-19 09:48:26 UTC  |  Edited by: Josilin du Guesclin
Bi-Mi Lansatha wrote:
Kueyen wrote:
...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) )
See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared.

What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old?

What am I missing that the other poster sees? What?

Nothing - damage will always be more than it was. If the target is small, the buff will be ~20%, if it is large, up to ~30%. The only real issue I see is that the explosion radius of Fury will be so large that it'll take two painters to make even a stationary battleship's signature big enough to apply full damage to it, making them worthless (compared to faction, sometimes also compared to Precision or even regular ammo) except for killing heavily webbed capitals and structure bashing.