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Missiles Damage calculation @ EveUni wrong?

Author
Rodom Lazair
Ministry of War
Amarr Empire
#1 - 2015-06-08 12:43:15 UTC  |  Edited by: Rodom Lazair
o/ Capsuleers,

im wondering about that calculation of the missile damage (maybe its just the "Note" that is wrong):

http://wiki.eveuniversity.org/Missile_Damage

On that page they say:
Quote:
drf damage reduction factor Note: The smaller the better


The smaller the better ???? Is that a misstake? Because in optimal case (enemy is slow and fat)
the numbers in the bracket should be positive and above zero (e.g: 25). And with like:
(25)^((ln (drf)) / ln (5.5))
how can a SMALL drf be good for damage ? Please help me to see where is my misstake, or confirm their mistake.
Formula WOULD make sense for me if it is like (25)^((ln(5.5) / ln(drf)).

Please help me :)
Arla Sarain
#2 - 2015-06-08 13:16:24 UTC  |  Edited by: Arla Sarain
If you take a number above 1 to a high power, it becomes larger.
If you take a number below 1 to a high power, it becomes smaller (ex. 0.5^2 < 0.5).

I guess the statement is made on the presumption that the resultant ratios will be lower than 1, which is practically common (check EFT stats for missiles and compare them, for example, webbed AB frigs are still much faster than rocket/LML explosion speeds).

In the event that the ratios are above 1, the functions caps the output to 1 ((c) min( 1 ,[...],[...]), ergo the higher DRF would be wasted. In any case, DRF is capped to 5.5, meaning the power doesn't go above 1.

The velocities and DRFs of missiles are matched and designed as such that you wouldn't really get a scenario where Ve/Vt > 1. Since this ratio is likely to be < 1, high powers (ergo higher DRF) are detrimental.

So it all boils down to the capped 100% dmg. If your ratio is above it, higher DRF would take it further, but would be irrelevant. And in every other case where the contents of the brackets are below 1, you need a smaller log ratio.
Rodom Lazair
Ministry of War
Amarr Empire
#3 - 2015-06-08 13:36:47 UTC
+1 like for you. 100% correct. thanks.

13kr1d1
Hedion University
Amarr Empire
#4 - 2015-06-08 15:41:59 UTC  |  Edited by: 13kr1d1
Missile Type DRF
Precision Light Missile 2.6
Precision Heavy Missile 2.7
Auto-Targeting Light Missile 2.8
Light Missile 2.8
Rocket 3
Heavy Missile 3.2
Auto-Targeting Heavy Missile 3.2
Javelin Rocket 3.2
Fury Light Missile 3.2
Precision Cruise Missile 3.5
Cruise Missile 4.5
Auto-Targeting Cruise Missile 4.5
Rage Rocket 4.5
Citadel Cruise Missile 4.5
Fury Heavy Missile 4.5
Heavy Assault Missile 4.5
Javelin Heavy Assault Missile 4.6
Fury Cruise Missile 4.7
Rage Heavy Assault Missile 4.8
Torpedo 5
Javelin Torpedo 5.2
Rage Torpedo 5.2
Citadel Torpedo 5.5



THIS number should be "smaller the better". That's all that statement implies.


Quote:
The “damage reduction factor” (drf) of a missile is not mentioned in the game, it is however included in the data that CCP publishes [1], and you can easily view it in the EVEMon item browser (you can also see the value 5.5 from the above equation in the same data, where it is called the Damage Reduction Sensitivity).



It means that there is more complex missile behavior beyond simply comparing explosion radius and speed to ship radius and speed.

A torpedo with a DRF of a light missile would lose a lot less damage when hitting a frigate that is moving, even though it still has calculations of damage lost for hitting the sig radius and speed of that ship. Its a further multiplying element.


To put it simply, yes, the DRF number should be smaller for better results, until a ship's size and speed increase damage application to 100%, at which point DRF does not factor anymore.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices