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Warfare & Tactics

 
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MWD Bloom, Missiles, and PvP?

Author
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#1 - 2013-05-30 12:52:26 UTC
So I was wondering if anyone knows the details of the bloom effect's calculation on missile damage and how server 'ticks' play a role. I get the missile damage forumula, but am curious how easy it is to 'game' the ticks and bloom changes.

I'm really trying to get into the weeds of damage application, because as a Minmatar pilot, I think a lot of the hulls that I fly means that a lot of my ship's damage mitigation AND application requires me to control the fight (I know this is true for all races, but is probably most true and possible for Minmatar because of their speed).

Anyway, theoretically, the base cycle time of MWDs is 10s, while light missile turrets have a cycle time of 12s. Lets say that you got in an ideal engagement where you were at least at least a few seconds of flight time away from the pilot you are engaging with and they have light missiles...

Theoretically, couldn't you toggle/pulse the timing of your MWD to turn off for the 2-3 seconds that the missiles will be hitting you, drastically reducing the damage they would cause? So basically, you pulse on-then off the drive right after the missiles hit their first strike and then not turn on the MWD again until the next ones hit. You'd only lose a few seconds of velocity and if you are dual propped, having an AB over heated that you'd toggle as well could add extra mitigation.

So has anyone used this effectively when fighting solo? You could do it against other medium turrets so that you'd have your MWD on during one firing cycle and off for the next depending on their RoF bonuses. Even if skills increase the RoF to under 10s for missile turrets, if you get really well timed parabolic orbits you could still avoid damage, but even without that you could cut down on damage by at least 50%+ with this technique.
March rabbit
Aliastra
Gallente Federation
#2 - 2013-05-30 13:03:11 UTC
looks interesting

The Mittani: "the inappropriate drunked joke"

Meditril
Hoplite Brigade
Ushra'Khan
#3 - 2013-05-30 13:12:08 UTC
I doubt that you can make it work in practice for the following reasons:

  1. 12 seconds is the base cycle time on Tech2 Missile Launcher without skills. Taking skills into account you end up easily below 10 seconds... and with rigs and ballistic controls you easily go much more below. Not to mention ship-bonuses.
  2. Frigates accelerate and deaccelerate very fast. Which means, once you turn off your MWD you are at very low speeds very quickly. Interestingly you will get more damage at full speed without MWD than with full speed with MWD (if you have MWD skills trained up).

For these reasons if you want to reduce your incomming damage from missiles then you ideally fit an AB (maybe in addition to MWD) or run your MWD while going full speed.

What you should definatelly avoid is to start the MWD when standing still or when you will get hit the next second by a missile, especially a larger missiles. By this way I once insta-popped a destroyer who accidently tuned on his MWD just one second before my torpedo hit him... was very funny.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#4 - 2013-05-30 13:46:30 UTC
Meditril wrote:
I doubt that you can make it work in practice for the following reasons:

  1. 12 seconds is the base cycle time on Tech2 Missile Launcher without skills. Taking skills into account you end up easily below 10 seconds... and with rigs and ballistic controls you easily go much more below. Not to mention ship-bonuses.
  2. Frigates accelerate and deaccelerate very fast. Which means, once you turn off your MWD you are at very low speeds very quickly. Interestingly you will get more damage at full speed without MWD than with full speed with MWD (if you have MWD skills trained up).

For these reasons if you want to reduce your incomming damage from missiles then you ideally fit an AB (maybe in addition to MWD) or run your MWD while going full speed.

What you should definatelly avoid is to start the MWD when standing still or when you will get hit the next second by a missile, especially a larger missiles. By this way I once insta-popped a destroyer who accidently tuned on his MWD just one second before my torpedo hit him... was very funny.


Yeah I guess I'm thinking that this would be most possible in a dual prop situation and also in a situation where you couldn't be insta'd by an alpha strike. Like you said, it may be better in cruisers rather than frigates.

So possibly a dual prop, scram-web, armor hardened stabber....

I just did the math for standard light missiles, and a rifter at max normal speed w/o MWD on will get hit for about 50% damage and just about the same with the MWD on. Lets say he gets down to 1200 m/s before the next round of missiles hits that damage profile is at 30% of max missile damage or 66% less. I really think this is where target-painters shine though on the offensive end they can drastically reduce the damage mitigation due to tracking and sig radius.
Taoist Dragon
x Never Regret x
#5 - 2013-05-30 21:01:04 UTC
I often fit a TP to my LM condors rather than the usual ewar shutdown fit like dual TD or SD's.

The TP does seems to aid the damage application of LM's a fair bit. Nt ran the actual number just my perception of how much damage I can lay down with/without TP.

That is the Way, the Tao.

Balance is everything.

IbanezLaney
The Church of Awesome
#6 - 2013-05-31 05:30:40 UTC
Taoist Dragon wrote:
I often fit a TP to my LM condors rather than the usual ewar shutdown fit like dual TD or SD's.

The TP does seems to aid the damage application of LM's a fair bit. Nt ran the actual number just my perception of how much damage I can lay down with/without TP.



Target Painter is cool on Hookbills too as it makes it possible to one shot a pod with Light Missiles. One volley normally leaves a pod in hull.

The TP just gives it enough extra sig radius to stop anyone else stealing the final blow.
Aquila Sagitta
Blue-Fire
#7 - 2013-05-31 07:53:23 UTC
Pretty sure sig radius is taken into acct when launcher is activated ...not when missiles strike. Thats my experience anyway