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[Odyssey] Cruise Missiles

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Hagika
Standard Corp 123
#501 - 2013-04-29 19:02:06 UTC
Any word on possible torp chances?

We really need to push to make Fury usable on atleast all BS, hulls.

Another issue is having to sacrifice precious rig slots in order to make the missiles be viable, when in pvp, Rig slots are really needed for tank.

A raven without tank rigs is just pathetic.
Hagika
Standard Corp 123
#502 - 2013-04-29 19:30:05 UTC
Gypsio III wrote:
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.


So with the bonus to the Phoon, how much better would it it be over a raven trying to do the same thing?
Hagika
Standard Corp 123
#503 - 2013-04-29 19:58:57 UTC
Kagura Nikon wrote:
Jureth22 wrote:
just tested a cruise raven vs a typhoon

fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu

initial volley whitout tp : 1201
with tp : 1500

seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.

i am dissapoint,dps looks ok on paper,but when in combat,everything changes



Checked what battleship you are firign at? The typhoon is exaclty the lowest sgianture battleship EXACLTY so that it can mitigate incomming damage. Try firing at a hyperion and see if you need ANY Tpainter.


Its a battleship with an unrealistic small sig and still able to achieve a battleship tank just like the others. Not to mention faster than most as well.

Its kind of ridiculous really.
Bucca Zerodyme
Good For Nothing Corporation
#504 - 2013-04-29 21:11:31 UTC  |  Edited by: Bucca Zerodyme
Hagika wrote:

Except every other race can use their T2 Battleship ammo on battleship and even smaller ships without issue. So why would Caldari be the exception?


Already posted my opinion on that.
It would be really sad if i cant use them on a BS which dont have an AB fitted. You need atleast 1-2 TP's to get full dmg on a BS.

you need to get this condition true to get Full DMG:
(Sig/Er * Ev/Vel) > 1

All 5 Skills:
(Sig/425.7 * 87/Vel) > 1 <=> 4.893 * Sig/Vel > 1

That means if the radio of Sig/Vel is less then 0.2 then you will not do full dmg or if the Vel is 4.893 times higher then the Sig.
With Navigation at lvl 5 and 2 Shield Extender + 3 Shield Rigs with lvl4, you get the following Data:

GALLENTE
Hyperion:
max velocity: 143.75
Signature radius: 637.19
-> No Full DMG

Megathron:
max velocity: 152.5
Signature radius: 512.13
-> No Full DMG

Dominix
max velocity: 136.25
Signature Radius: 613.37
-> No Full DMG

MINMATAR
Maelstrom:
max velocity: 117.5
Signature radius: 607.41
-> Full DMG

Tempest:
max velocity: 150
Signature radius: 488.31
-> No Full DMG

Typhoon:
max velocity: 162.5
Signature radius: 452.58
-> No Full DMG

AMARR
Abaddon:
max velocity: 111.25
Signature radius: 619.32
->Full DMG

Apocalypse:
max velocity: 141.25
Signature radius: 512.13
-> No Full DMG

Armageddon:
max velocity: 125
Signature radius: 595.5
-> No Full DMG

CALDARI
Rokh:
max velocity: 111.25
Signature radius: 655,05
-> Full DMG

Raven:
max velocity: 141.25
Signature radius: 559.77
-> No Full DMG

Scorpion:
max velocity: 117.5
Signature radius: 631.23
-> Full DMG

So only 4(3) out of 12 ships you can do Full DMG without utility. Maelstrom, Abaddon, Rokh and Scorpion.
Without Shield-Tank there were 0 Ships out of 12.

Edit: As I already suggested, reduce the penalty from Fury Missiles to 50% and not 72% (Explosion Radius) and the 16% Penalty from Explosion Vel to 12.5%
Mariner6
The Scope
Gallente Federation
#505 - 2013-04-29 21:23:43 UTC  |  Edited by: Mariner6
Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes.
Enya Sparhawk
Black Tea and Talons
#506 - 2013-04-29 21:35:39 UTC  |  Edited by: Enya Sparhawk
Bucca Zerodyme wrote:

My formula is:
Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))

Y = Sig * Ev / Er
vel = ship's velocity
sig = ship's signature
Er = Explosion Radius of missile
Ev = Explosion Velocity of missile
DRF = Damage reducing factor

Formulas:
min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55));
min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5))))

No Feedback for my Hard work?

property's of my Formula:
- You can set a minimum
- You can adjust the dmg application with DRF
- The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.

Hmmm, the one problem I have with this formula is that it is solely dependant on velocity... While I agree that velocity would be a major factor in solving damage, it should never be a single standalone...

I realize that it "works" (to an extent) but then it really isn't a fair representation of all factors involved based on all of the trained skills available...

The idea being to create a formula that has many factors working in unison (since you will have many other factors working against them in game ie. webbers, painters, etc); the formula should be complex utilizing a wide range of factors without being complicated.

Like I said before, its not a simple solution...



Factoring in the velocity of missles into the equation wouldn't really be a good idea since they already fly faster than most ships anyways...

If I had to explain a possible increase for the velocity of missles... mag rails fitted onto lauchers for instantaneous acceleration out of the tubes (as well as the increase over normal jet power)

I like the flight time over instantaneous damage application, gives missle systems their flavour (besides you are always hitting with them and they can be destroyed; bullets and lasers can't be)

I think to balance out the "firewall" dilemma, you should give missles the resist bonus to their own type of damage like the bombs have (99% to their damage type)... gives you a one if four chance to start out with and then you can time your hits (I also like the idea of increasing missle speeds)

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...

Bucca Zerodyme
Good For Nothing Corporation
#507 - 2013-04-29 21:41:17 UTC  |  Edited by: Bucca Zerodyme
Mariner6 wrote:
Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes.


I dont use Missiles in PvP, maybe someone other can explain it better.
Missiles hit always the target is sure a big advantage, but its only advantage. Now im going to list a few disadvantages:
- Delayed DMG in PvP
- DMG Application is bad -> you need more E-War
- You cant use Fury missiles
- You cant snipe with Missiles
- You can smartbomb them

I dont run statistics on Turret hits, but i know you usually hit your target, otherwise you did something wrong.
Whats your guess about missing you target with turrets? 5%,10%,15% ?
If thats the point then, just reduce missile dmg by 5% then they are even, wont they?

Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.
Bucca Zerodyme
Good For Nothing Corporation
#508 - 2013-04-29 21:46:53 UTC  |  Edited by: Bucca Zerodyme
Enya Sparhawk wrote:

Hmmm, the one problem I have with this formula is that it is solely dependant on velocity... While I agree that velocity would be a major factor in solving damage, it should never be a single standalone...

I realize that it "works" (to an extent) but then it really isn't a fair representation of all factors involved based on all of the trained skills available...

The idea being to create a formula that has many factors working in unison (since you will have many other factors working against them in game ie. webbers, painters, etc); the formula should be complex utilizing a wide range of factors without being complicated.

Like I said before, its not a simple solution...


The Forumla is using all factors. Its what Y = Sig * Ev / Er is for.
It may appear different, but there is no difference, except it use a cosine function. Otherwise show me an example where the Formula behaves strange.

If you get webed or painted, your speed decrease or your Sig-Radius is increased. This facts will surly change the dmg you are doing.
Bucca Zerodyme
Good For Nothing Corporation
#509 - 2013-04-29 21:59:40 UTC
Enya Sparhawk wrote:
Factoring in the velocity of missles into the equation wouldn't really be a good idea since they already fly faster than most ships anyways...


The Dmg-Application Graph, which i posted dont show the missiles speed, its showing the speed of the ship.

Y = Sig * Ev / Er
vel = ship's velocity
sig = ship's signature
Er = Explosion Radius of missile
Ev = Explosion Velocity of missile
DRF = Damage reducing factor

There is no missiles speed involved.
Enya Sparhawk
Black Tea and Talons
#510 - 2013-04-29 22:09:24 UTC
Bucca Zerodyme wrote:

The Forumla is using all factors. Its what Y = Sig * Ev / Er is for.
It may appear different, but there is no difference, except it use a cosine function. Otherwise show me an example where the Formula behaves strange.

If you get webed or painted, your speed decrease or your Sig-Radius is increased. This facts will surly change the dmg you are doing.

I noticed, but the velocity in each of your parts is a stand alone factor, a whole number that isn't accurately presented in the relationship of skills... you are obtaining a number for Y then subtracting the ship's velocity or vice versa...

"(Y -vel) or (vel -Y)"

Whereas in the original formula it is a function of all parts working in unison (though not properly representative)
Bucca Zerodyme wrote:

property's of my Formula:
- You can set a minimum
- You can adjust the dmg application with DRF
- The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.


Don't get me wrong, I do like what you've done and were working towards... but what I am saying is that is should not be dependant on the speed of the target alone, since theoretically, these missles generally travel faster than the ship they are trying to hit...

Does that make sense?

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...

Enya Sparhawk
Black Tea and Talons
#511 - 2013-04-29 22:10:27 UTC  |  Edited by: Enya Sparhawk
Bucca Zerodyme wrote:
Enya Sparhawk wrote:
Factoring in the velocity of missles into the equation wouldn't really be a good idea since they already fly faster than most ships anyways...


The Dmg-Application Graph, which i posted dont show the missiles speed, its showing the speed of the ship.

Y = Sig * Ev / Er
vel = ship's velocity
sig = ship's signature
Er = Explosion Radius of missile
Ev = Explosion Velocity of missile
DRF = Damage reducing factor

There is no missiles speed involved.

LOL no this was in response to another post by someone else, I just added it in later...

sorry

To this:

Kenshi Hanshin wrote:
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.

In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.

Thoughts?

*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well.

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...

Bucca Zerodyme
Good For Nothing Corporation
#512 - 2013-04-29 22:18:52 UTC  |  Edited by: Bucca Zerodyme
Enya Sparhawk wrote:

I noticed, but the velocity in each of your parts is a stand alone factor, a whole number that isn't accurately presented in the relationship of skills... you are obtaining a number for Y then subtracting the ship's velocity or vice versa...

"(Y -vel) or (vel -Y)"

Whereas in the original formula it is a function of all parts working in unison (though not properly representative)



you got something wrong here, this are 2 different parts of the formula, which do there jobs, but any of this parts have a good reason, that its written there. I will try to explain that to you later (see my next post), im busy now and dont want to write much atm.

Except my post in about 3-4 hours, i need to do some graphs and stuff to explain it properly.

Edit: besides Real missiles dont work like CCP is making them work in the game, so who cares if something is different, but the Formula works like this much better.
Enya Sparhawk
Black Tea and Talons
#513 - 2013-04-29 22:21:21 UTC
Cool, just post it and I'll read it later... maybe I missed something, or maybe there is something I am just not seeing...

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...

Bucca Zerodyme
Good For Nothing Corporation
#514 - 2013-04-29 22:29:44 UTC
Enya Sparhawk wrote:

LOL no this was in response to another post by someone else, I just added it in later...

sorry

To this:

Kenshi Hanshin wrote:
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.

In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.

Thoughts?

*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well.


Its not about, that missiles are faster then any ships its about making them hit faster on long range targets but sill hit target within mid range not faster.
Enya Sparhawk
Black Tea and Talons
#515 - 2013-04-29 22:55:04 UTC
Applying the dynamics of fluid space to missles... same as ships, to determine speed (time) at which damage gets applied to long ranges due to acceleration...

Yeah I got it, I was disagreeing with...

I just don't like the idea of missles accelerating and decelerating...

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...

Hagika
Standard Corp 123
#516 - 2013-04-29 22:55:08 UTC
Bucca Zerodyme wrote:
Mariner6 wrote:
Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes.


I dont use Missiles in PvP, maybe someone other can explain it better.
Missiles hit always the target is sure a big advantage, but its only advantage. Now im going to list a few disadvantages:
- Delayed DMG in PvP
- DMG Application is bad -> you need more E-War
- You cant use Fury missiles
- You cant snipe with Missiles
- You can smartbomb them

I dont run statistics on Turret hits, but i know you usually hit your target, otherwise you did something wrong.
Whats your guess about missing you target with turrets? 5%,10%,15% ?
If thats the point then, just reduce missile dmg by 5% then they are even, wont they?

Edit: Try to think of some situations, where you guns are out tracked and missiles still do Full DMG. I dont think there are many of them.



There actually isnt any.
Hagika
Standard Corp 123
#517 - 2013-04-29 23:36:08 UTC  |  Edited by: Hagika
Mariner6 wrote:
Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes.



I have yet to see guns get out tracked by another BS in range without the use of a TD.

If a battleship is within your optimal, you are going to hit and for full damage even if they are moving.
If they are standing still, you are going to hit for full damage. If you have a frig standing still, you will destroy it in 1 shot.

When using a missile BS, if their sig is smaller in many cases you will not even hit for full damage while standing still.
If they are moving, you are not going to hit for full damage. Unless you have a TP and webs and even then you will not always hit for full damage. If using torps, you need multiple webs and TP's and you still will not hit for full damage if its under a BS size ship.

If a frig is standing still, i can not 1 shot him, or 2 shot..even 3 shot. If you are using torps then they are going to laugh at you.

I really dislike the fact when turret users ( I fly gallente, so i am one) Will go on about how missiles always hit. They do not. Some can be out run, others can be out ranged.
Then if its a smaller ship moving, I have even had... 0.... (thats right) 0 damage hit on a ship.

In fact if a smaller ship is moving you will only be doing a few damage, which accomplishes nothing.

Then while i can load up void for absolute max dps on what ever poor SOB i get my hands on, missile users cant use their T2 high damage ammo.

I have sat in a stealth bomber, shooting a non moving drake with a TP using rage and it did less than my cal navy ammo.
It was not a few damage it was a few hundred damage or more a hit.

Now do the same with an un-bonused ship like the raven. It is ridiculous, the bomber has awesome bonuses and still couldnt hit for full damage.

A drake sig is bigger than pretty much all Minnie BS except for the Mael and almost matches amarr and gallente BS aside from their Abbadon and Hyperion.

if battleships are moving, AB or MWD, the damage is reduced greatly.

If you honestly think missiles have any real advantages, I would love to point out that they are not used for sniping and aside from the tengu, caracal,drake and a few frig hulls. In which the heavy missile nerf did a number on their popularity because a few people couldnt deal with heavies.
Its pretty sad that a weapon system untouched for years gets nerfed because a large alliance found a use for them and people were too lazy to figure a counter or not going directly for the lead ship that everyone is following and put a scram on him so they can warp in and maul the drake fleet.

Eve has became a game of people who are too lazy to solve an issue so they scream for nerfs instead. In which CCP listens to the loudest whiner.

The Raven,Scorp very rarely used in PVP, and you would almost never see a Phoon with torps or cruise. Always projects get the nod. Until the buff to the phoon, because they are giving it a bonus for the missiles. Yet the Raven will be sitting there lagging behind like it has for years. With the bonus the phoon will apply alot more dps and will have the same number of launcher slots, all the while having a smaller sig and a better tank, with lots of mids to fit all the junk needed to make missiles better.

At this point, stingy turret users just dont want to lose any superiority to missile pilots. As a turret user I am actually disgusted on just how ridiculous my fellow turret users act about any missile buff, knowing full well how crappy they are.

This is why you find me here supporting caldari pilots and missile users. They deserve their time in the sun again.
Turret folks have enjoyed years upon years of being dominant in pvp.

Then some have the nerve to tell new pilots to not train missiles because they suck and to train guns instead, yet openly speak out against a missile buff. Seriously, thats childish bullcrap.
Bucca Zerodyme
Good For Nothing Corporation
#518 - 2013-04-30 02:20:20 UTC  |  Edited by: Bucca Zerodyme
This will be a long post about my Formula, if you dont want to bother then just skip it.

I will be using this side to plot my Formulas plz check them your self, i wont post a picture.
Link 1

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

My own Formula:
Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))

Y = Sig * Ev / Er
vel = ship's velocity
sig = ship's signature
Er = Explosion Radius of missile
Ev = Explosion Velocity of missile
DRF = Damage Reducing Factor

Lets get started, by making the Formula from CCP more simple. The bolted part is not necessary to understand the Formula.
Damage = Base_Damage * MIN(sig/Er, 1, (Ev/Er * sig/vel)^(log(drf) / log(5.5)))
- sig/Er is important if you shoot at small targets, but not necessary, if you shoot targets, which are big
- ^(log(drf) / log(5.5)) is a modifier, you can adjust the dmg application curve with it. But the behavior is the same.

The damage only depends on:
MIN(1, Ev/Er * sig/vel)

Its the minimum of 1 or Ev/Er * sig/vel [Will be called part 2 now]. Whatever is smaller will be picked. Thats important, because this is just a modifier. If the modifier is 1 you get full DMG otherwise you do less. So you dont want it to get it bigger as 1. If Part 2 gets smaller then 1, then you do less dmg. Usually Ev, Er and Sig are fixed in a fight (unless you use painter), so the most important part of part 2 is vel, which can be greatly changed from 0 to 400 or even higher. If you use fixed values for Ev, Er and Sig then you can do a substitution, Y = Ev * Sig / Er, and get Y/vel. So Y/Vel is basically the function [f(x) = 1/x], which CCP is using to calculate dmg. See the following picture to understand:
f(x) = 1/x^2

Use 1/x to plot this function [Link 1].

Its not surprising that curve is crossing point (1,1) [I will call it "the break-even-point" now], its the key point to calculate the dmg application. If you now minimize this function with 1 and you will see the formula from CCP. Use min(1,1/x) to plot it. If you pass the break-even-Point then your dmg application will get worse. You can even switch the position of the break-even-point to another position. Use Y = Sig * Ev / Er to calculate this point.
- Sig = 478.26
- Er = 247.5
- Ev = 103.5
- Y = 478.26 * 103.5 / 247.5 = 200
Now adjust the Formula: min(1,200/x). The meaning of this formula is, if the target's speed pass Y [200], then you do less dmg. If the Target double its speed at the break-even-point, then you do only 50% dmg. The dmg is proportional to the speed. Thats a bad behavior because its not easy to fix missiles with this kind of behavior [Bad For PvP]. It would be much better, if the dmg application would be much smoother [Less depended on the break-even-point].

We need another function to calculate the modifier. See the cosine Function:
cos(x)
The cosine function is much better in my opinion, because it dont hurt that much if you barely pass the break-even-point. [Good for PvP]. Compare them with Link 1:
1/(x+1); [Needed some adjustment to move the function] [; is important, it separate the functions]
cos(x)

We need to know some basic knowledge of the cosine function:
- cos(0) = 1
- cos(PI) = -1
- cos(x + 2*PI) = cos(x)

First we need to adjust the cosine-function, so we can use it. We want to use the first part of the cosine function, until it starts to rise again [P1], we want it to produce only positive numbers [P2] and we want it to have only values between 0 and 1 [P3].
- cos(x) + 1, fixes P2
- (cos(x) + 1)/2, fixes P3
- (cos(min(x,PI)) + 1)/2, fixes P1

The first fixes are made, but we need the starting point of the cosine-function to be the break-even-point [P4].
- (cos(min(x - Y,PI)) + 1)/2, fixes P4
Now you may understand why we need to subtract Y from vel, to make it work, because the behavior of the cosine-function is different from the (1/x)-function. I may sound strange but there is no other way to do it, its just mathematics, no one care how it is calculated, many problems can be solved with strange formulas.

Lets compare the function we get so far: [Y = 200]
(cos(min(x - 200,PI)) + 1)/2;
min(1,200/x)
We got 2 more problems, it wont work like that.
- We need to set the Value at 1 before the break-even-pooint is reached. [P5]
- The Cosine function need to be scaled otherwise i will stop working at Y + 1. [P6]

The cosine-function produce any values from 1 to 0. Lets do the same trick CCP did:
- max(1, (cos(min(vel - Y,PI)) + 1)/2) -> wont work like that, because we need to stop it at the break-even-point
- max(min(Y-vel,1), (cos(min(vel - Y,PI)) + 1)/2) -> now it works [P5 fixed]
Plot it with: max(min(200-x,1), (cos(min(x - 200,PI)) + 1)/2) min(200-x,1)
Let me explain it, Y is the value of the break-even-point, if Y-Vel = 0 we reach the break-even point, if Y-Vel > 0 then we didnt reached the break-even-point. if Y-Vel < 0 then we passed the break-even-point. min(200-vel,1), will pick 1 if Vel is less then Y, 1 is => {Bigger or equal to} (cos(min(vel - Y,PI)) + 1)/2 and (cos(min(vel - Y,PI)) + 1)/2 > Y-vel after the break-even-point. So the formula will choose 1 and then (cos(min(vel - Y,PI)) + 1)/2, after it passed the break-even-point.

Now we just need to scale it, lets think about it:
- cos(x + 2*PI) = cos(x)
So the x must be scaled down. We could pick any number, but lets make the formula more dynamic:
- max(min(Y-vel,1), (cos(min((Vel - Y)/Y,PI)) + 1)/2), fixed P6
Plot it with: max(min(200-x,1), (cos(min((x - 200)/200,PI)) + 1)/2)

running out of characters: I will finish here, any questions?
Bucca Zerodyme
Good For Nothing Corporation
#519 - 2013-04-30 02:41:01 UTC
Enya Sparhawk wrote:
Applying the dynamics of fluid space to missles... same as ships, to determine speed (time) at which damage gets applied to long ranges due to acceleration...

Yeah I got it, I was disagreeing with...

I just don't like the idea of missles accelerating and decelerating...


No only to missiles, ships can behave as they do now.
Well if you dont like this solution, then how would you fix the problem of hitting range targets faster and dont hit mid range targets faster?

many have suggested to use MWD missiles or jump missiles, but that doesnt make any sense, that would destroy missiles behavior and making them very fast i dont like either.
If the missiles aways accelerate, until they hit the target, then you could at lest explain it in a proper manner.
MrDiao
Fuxi Legion
Fraternity.
#520 - 2013-04-30 03:14:32 UTC  |  Edited by: MrDiao
Bucca Zerodyme wrote:

running out of characters: I will finish here, any questions?


There is no doubt that you just roll into a "solution" before prove "systematically changing the missile damage formula is the only(or the best) way to improve the current system".

If you don't prove the latter, why should people bother to go for the simpler solutions which may achieve better result at the same time?

What I'm actually asking is: why should the missile damage reduction curve be smoother? It changes all missiles. Why should ccp changes all missiles just because the cruise and/or torpedo has problem?