How To Kill Pixels
Posted 11 August 2012 - 12:28 PM
EDIT: http://www.hostile.d...racking101 .swf
Posted 11 August 2012 - 03:36 PM
One remark about sig radius: The shotgun analogy on page two is nice but you need to keep in mind that a target which is not moving will receive full damage within optimal regardless of the targets signature and the attackers gund sig radius. You can see that when playing with the numbers on the guide's last page.
So orbit that gate at 500 instead of sitting still.
Posted 10 September 2012 - 05:09 PM
i'm on a mac so it won't download properly :c ....poop :c
in any case does this apply to missiles aswell? most of my missile skills are already at 4 or 5 so i kinda want to start with missiles while i skill up my guns
The guide posted is primarily for turret-based weapons. Missiles rely more on missile explosion radius and velocity vs target velocity and sig radius than anything, as far as I know. An older thread in EVE forums had it as follows:
Damage = D * MIN(1, Sr/Er, (Ev/V * Sr/Er)^(log(DRF) / log(5.5)) ) where D = base damage of the missile, Sr = signature radius of the target, Er = Explosion radius of the missile, Ev = Explosion Velocity of the missile, V = velocity of the target ship, DRF = damage reduction factor of the missile. MIN being a function that chooses the lower of two given vaules, and log being the natural logarithm of the given value.
Don't know if that is still valid or not as the actual calculation, but the base elements are there.
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