Missile math

Quick question for the math addicts here. Using EVE uni’s formula…

Damage=D×min(1,SE,(SVeEVt)drf)

I get…

image

However using pyfa graph I get 119.3 DPS for the same profiles. Is there something pfya takes into account that the raw missile formula does not?

Since 1 is one of the options, there is no way that min(1,SE,(SVeEVt)drf) may be greater than one. Use two MIN functions or read your spreadsheet’s docs to understand why it’s not choosing the right option.
edit: nvm i read it as 141* …

guessing that your missing piece is DPS = damage / cycle time

Ah I found part of the problem was missing two whole damn variables but still not matching pfya. Remember that the equation is dmg * the min statement

on the right is the 3 parts of the min statement individually

image

DPS is just a placement number for the damage in the fomula. If you input volley and divide by cycle time after the fact the numbers stays the same.

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Based on only the velocities, i’m surprised you even get the 197dps.

Base on what i read the target ship would be out of the explosion radius before the explosion wave hits it ( based on explosion velocity ), even taking into account the 620m ship signature.

Missile Damage Calulation

The equation for missile damage is as follows:

Damage=D×min(1,SE,(SVeEVt)drf)

Here are the terms in the equation. Except for the “damage reduction factor”, these are the same as were defined in the Basic Picture section, above :

S signature radius of target Note: The bigger the better
Vt velocity of target Note: The smaller the better
D base damage of missile Note: The bigger the better
E explosion radius of missile Note: The smaller the better
Ve explosion velocity of missile Note: The bigger the better
drf damage reduction factor Note: The smaller the better
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Yeah so ran so in game tests and honestly have no clue wtf the actual equations are for it. The damage was consistent in all runs, but didn’t match the equations in the slightest and was actually a lot lower than even pyfa (yes taking into account resists). shrug Was able to confirm that heavy missiles are indeed still hot garbage without significant support.

Your DRF is wrong. For heavy missiles it is 0.682, not 0.294, according to EVE uni.

Yip, DPS only show full damage (taking into account ROF and reloading, but no flight-time or target size/velocity effects)

Running damage mods and ROF mods will increase max possible damage/dps.

Only Target signature mods, target velocity mods, explosion radius/velocity mods with help maintain/obtain that possible max damage/dps before resistance effects.

So scripts for missile precision increase explosion velocity and decrease explosion radius ( this helps to do better damage on small targets), Target Painter helps increase target sig, and webifiers, etc helps reduces target speed, these all helps missile exsplosion to fully hit target.