Laser vs missile dps question

I admit you are a retard troll.

In Uranus.

Stop being an asshole if you want to have a correct answer.

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Can you reply without abuse if real thing , just never seen that particular thing before, was interested.

Then just ask"where does this come from" instead of assuming “you are dreaming”

so this

Imgur

is what you are asking for.
The number shown (1.5s) is actually the average missile duration.
the real missile duration is selected at random when the launcher is used, once per missile. In this specific case (which is the example I gave), it’s 50% 1s and 50% 2s.

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Oh Snap!

Thanks , I see what you are saying now , flight time of the missile , not an actual property of the launcher.

Is there any evidence that the range is made sub second with randomness - such as dev statements to the fact or is it just anecdotal.

In the quote I was talking about a fitted launcher with charges included, as I wrote the “distance” is shown when hovering the launcher so I was considering the triplet (ship, launcher, charge). As you can see I then talk about TTL of missiles, which is the ± same as the “average missile duration”. Whether this attribute is from the launcher, the ship, or the missile, is unrelated, even though factually the attribute comes from the missile stats.

AFAIK there is no real proof of it. It’s possible that I am wrong and this mechanism has been changed.

I did a can test with a 7.5 sec flight time, missile range [39-45].
At 39 100% hit
At 42 50% hit
at 45 50%hit

So you are 100% correct sir.
Thanks for that is v useful to know.

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thank you kind sir :slight_smile:

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My impression is that if you stack launchers then the whole stack either hits or misses together. I haven’t formally tested that, though.

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First things first.

What missile were used?
What was the target? NPC Rats or Player fit?
Was damage take pit or as final total average per range?

The above would define if it was a controlled test or random test.

It was a can, you can tell this because he said:

It wasn’t a ‘damage taken’ test, it was a “will the missile hit or miss” test, you can tell cause he said:

I highlighted the important bits for ya, hope this helps.

Regards,
Cypr3ss.

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So a standard can, 10hp or secure can 50,000hp?

And remember small cans only have a 100m signature, so if the test was done with turrets moving would effect the hit results.

Back to can type it make missile hit on a standard can you be over killed by a single rocket 3x over .

Standard rocket default damage per 33hp
Standard light missile default damage per 83hp
Standard heavy missile default damage per 149hp
Standard heavy assualt missile default damage per 100hp
Etc…

So with limit info how can we confirm this data?

What we know is for example, an heavy assault missile does more damage than a heavy missile, yet the assault has 49hp damage.

Why?

Well its because the assault can apply more of its damage on a target due to its smaller explosion radius (125m vs 140m) and its faster explosion velocity (explosion shockwave, 101 m/s vs 85 m/s)

What people fail to understand is missile hit targets within the missile flight range (distances/flight time, meaning if you can out run or out maneuver you can avoid missile impact), what stops maximum damage after impact is the following things;
Missile explosion radius
Missile explosion velocity
Targets velocity at impact
Target signature at time of impact.

I do not know what point you are attempting to make here, it was a test of the ability of a missile to hit (connect with / impact) a target based on the range of the missile.

Not turrets, missiles.

Lol, I think maybe you should attempt to read the whole thread, rather than attempt a response to what you think the thread is about.

Regards,
Cypr3ss.

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When a missile crosses the signature radius of its target, it explodes. A ship’s signature radius is an invisible “bubble” that most weapon systems see when trying to lock on to a ship. … EVE uses a mathematical formula to compute the precise amount of damage that the explosion does to the ship.Feb 15, 2020

QSM_missile_orbit

There is no way to control the path of a missile once it has been launched. It will point itself at its target and follow the target until it hits or runs out of fuel.

So if you orbit a stationary target a missile will try to hit the target in a similar manner as if you were stationary firing at a target orbiting you.

So a small signature radius of can is smaller than missile’s explosion radius, we are limited by the second term in the missile damage formula (which was noted in an earlier post) - S/E, which is 0.3. That means that at the best we are able to do only 30% of Heavy Missile’s damage when firing at can, even when your is not moving at all.

Note this is from https://wiki.eveuniversity.org/Missile_mechanics, which was updated last month.

The point of this is large missile against small targets aren’t always the best results.

To prove a point these tests should have been done with a specific sized ship with EM missiles, and damage measured on shield hits only, as EM will do 100% damage to a shield without modules install, so no resistance modifications to the results. Having an exact known ship signature would also allow for proper calculations of damage at range with stationary and moving target.
Though a station target and launcher the damaged should be the same amount at all distances with a possible small % difference due to missile pathing.

That is the case.
It is also the case with computing penetration on gun ships - if you stack groups then either whole group hits / misses / penetrates / grazes

Which has nothing to do with what was being tested… what was being tested was effect of flight time on the ability of missile to hit. To be more precise it was test to see how subsecond flight time affects range of missile.

You should stop trolling…

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Its always been said flight time and missile effects the chances of a missile hitting a target.

But it these have no effect to damage once a hit happens.

Damage is based solely on velocity of target and signature, vs missile explosion radius and velocity.

The following do effect missile damage, once the missile hits;
Small target signature and large explosion radius is bad.
High target velocity and low explosion velocity is bad.
Large target signature and small explosion radius is good.
Slow target velocity and high explosion velocity is good.

So a small fast moving target get hit by a missile, there is a chance it can outrun the explosion and hence avoid most if not all missile damage.

As noted above a heavy missile does more damage than a heavy assault missile, but the heavy assault has a smaller explosion radius and faster explosion velocity, thus it can allow more of its damage, add modules to improve explosion velocity and radius you’ll increase the damage applied.

The DPS listed only uses the default listed fit damage, this is maximum possible damage with everything in favor of missile launcher, a slow huge target, or stationary station.

They are talking about the missile hitting the target or not, not the damage.

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devs stated that each turret is computed individually. Which incidentally means that ships with less turrets are better (at same alpha) than ship with more turrets because higher chance to pierce through (but also higher chance to miss).

And he is constantly talking nonsense about off-topic. I gave up trying to explain him, mosts his posts are nonsense drunkard vomit.

Target was an anchored medium can fired on from my ship while stationary to make this purely a test of range.
Missile was T1 scourge light from a single tech I light launcher on a thrasher my skills 7.5sec flight time
10 missile fired at can from each range

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