SR = Signature Radius.
ER = Explosion Radius.
EV = Explosion Radius.
V = Velocity.
MIN = choose the lowest of all the numbers. In this case, it hard limits the maximum damage coefficient to 1.
log = natural logarithm of a number.
DRF = Damage Reduction Factor. These range from 2.6 to 5.5 last time I checked, which explains why it’s divided by log(5.5). This part of the formula is an exponent that curves the velocity reduction part of the formula.
Single missile applied damage = raw damage * MIN( 1 , SR/ER , ( (SR/ER) * (EV/V) ) ^ ( log(DRF) / log(5.5) ) )
Volley = applied damage * launchers.
DPS = volley / cycle time.
Essentially, there are two factors at work, the size ratio as determined by SR/ER, and the speed ratio. Assuming a DRF of 5.5, the exponent comes to 1, and it can be ignored for this, leaving us with just (SR/ER)*(EV/V), SR/ER, or 1, whichever is lowest. Let’s use a missile with 500 raw damage, and no skills or implants.
What a Target Painter does is increase the numerator (upper number) in the division. It just multiplies the size of the ship. So a 50% TP applied on a ship with sigRad of 100m would look like 150m to the formula. If your missile has 200m expRad, the size ratio goes from 100/200 = 0.5, to 150/200 = 0.75. Not bad.
A 50% Stasis Webifier on the other hand reduces the denominator of the velocity portion. This greatly changes things. 200/2000 = 0.1. If you apply that 50% web the velocity of the ship is cut in half from 2000m/s to 1000m/s. The coefficient jumps from 0.1 to 0.2 (200/1000). You just doubled your applied damage.
Remember that the MIN function considers size in addition to velocity, or just velocity, whichever is smallest. So in this situation with both the TP and web, you would get 0.75 * 0.2 = .15, or 15% application from your 500 damage missile, which is a pathetic 75 damage.
The only missiles in the game that do ~500 raw damage are cruise missiles and torpedoes. But they have much worse application stats than I used here. Light Missiles on the other hand do about 100 damage. A more realistic number in this situation would be something in the neighborhood of 15 damage.