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Dmitryilyin
Gallente Risky eXplosion Death or Glory
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Posted - 2009.05.21 10:51:00 -
[1]
I decided to write a simple missile damage calculator (AFAIK there is no one).
I am using Stafen's formula:
Damage = Base_Damage * MIN(MIN(sig/Er,1) , (Ev/Er * sig/vel)^(log(drf) / log(5.5)) )
Where sig = ship's signature vel = ship's velocity Er = Explosion Radius of missile Ev = Explosion Velocity of missile drf = Damage Reduction Factor of missile
The log function is the natural logarithm, to the base e, often denoted as ln.
The 5.5 in the equation is the hidden missile attribute "oaeDamageReductionSensitivity" which you can see in the QR SQL data dump (can also see it in tools like EVEmon).
Many thanks to Stafen for his reverse engineering job.
It is perl CLI application and should work on any OS with perl installed. You can download it here ftp://hellnet.fdns.net/eve/Tools/missiledamage.pl
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Dmitryilyin
Gallente Risky eXplosion Death or Glory
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Posted - 2009.05.21 10:54:00 -
[2]
Edited by: Dmitryilyin on 21/05/2009 10:56:07 Help page: ./missiledamage.pl - Misile Damage Calculator -d - Base damage -s - Ship signature -v - Ship velocity -r - Explosion radius -e - Explosion velocity -f - Damage reduction factor -p - Guided Missile Precision skill level (Only for Light, Heavy, Cruise missiles) -n - Target Navigation Prediction skill level -q - Be less verbose (Show only result) -h - Show help
Note: if you use "Explosion radius" and "Explosion velocity" with skills already applied (from Show Info) do not input skill levels.
Lets make some testing.
Using Stafen's test example: Torp Raven vs AB claw.
The numbers are:
Base Damage (inc resists) = 493.69 Explosion Radius = 533 Explosion Velocity = 54.6 ship signature = 24 Damage Reduction Factor = 3.2
Velocities = [304 513 546] Damage = [18.4 12.9 12.4]
./missiledamage.pl -e 54.6 -r 533 -f 3.2 -v 304 -s 24 -d 493.69 Base missile damage: 493.69 Explosion radius: 533.00 m Explosion velocity: 54.60 m/s Damage reduction factor: 3.20
Ship signature radius: 24.00 m Ship velocity: 304.00 m/s
Total missile damage: 18.45
./missiledamage.pl -e 54.6 -r 533 -f 3.2 -v 546 -s 24 -d 493.69 Base missile damage: 493.69 Explosion radius: 533.00 m Explosion velocity: 54.60 m/s Damage reduction factor: 3.20
Ship signature radius: 24.00 m Ship velocity: 546.00 m/s
Total missile damage: 12.37
Looks like it's working right)
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Filofox
Amarr 28 Disciples and a Kangaroo
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Posted - 2009.06.26 08:32:00 -
[3]
And now in HTML!
<html> <head> <title>Missile Damage Calculator</title> <script> function calc(f) { f.result.value = 'calculating'; bd = parseFloat(f.bd.value); ss = parseFloat(f.ss.value); sv = parseFloat(f.sv.value); ev = parseFloat(f.ev.value); er = parseFloat(f.er.value); rf = parseFloat(f.rf.value); c1 = Math.log(rf) / Math.log(5.5); c2 = ev/er * ss/sv; c3 = Math.pow(c2, c1); c4 = Math.min(ss/er, 1); c5 = Math.min(c4, c3); c6 = bd * c5; f.result.value = c6.toString(); return false; } </script> </head> <body> <h1>Missile Damage Calculator</h1> <form onsubmit="javascript:return calc(this);"> <input type="text" name="bd" /> Base Damage<br /> <input type="text" name="ss" /> Ship's Signature<br /> <input type="text" name="sv" /> Ship's Velocity<br /> <input type="text" name="ev" /> Missile's Explosion Velocity<br /> <input type="text" name="er" /> Missile's Explosion Radius<br /> <input type="text" name="rf" /> Damage Reduction Factor<br /> <br /><input type="submit" value="calc" /><br /> <br /><input type="text" name="result" /> Result </form> </body> </html>
Thanks for the pl prog. |

Mashie Saldana
BFG Tech
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Posted - 2009.06.26 11:46:00 -
[4]
Thanks, that's great. |

Filofox
Amarr 28 Disciples and a Kangaroo
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Posted - 2009.06.26 12:35:00 -
[5]
After testing this formula I've noticed that using a webifier on a battlecruiser does almost the same damage that 2 rigor + 1 flare + pwnage when using cruisers (although there's a optimal distance limition).
Can this be true? |

Mashie Saldana
BFG Tech
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Posted - 2009.06.26 15:00:00 -
[6]
Originally by: Filofox After testing this formula I've noticed that using a webifier on a battlecruiser does almost the same damage that 2 rigor + 1 flare + pwnage when using cruisers (although there's a optimal distance limition).
Can this be true?
Speed kills :)
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Cz Ire
Minmatar The Suicide Kings True Reign
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Posted - 2009.07.09 23:48:00 -
[7]
Very handy. There was one in the CCP missle guide, which, while outdated you could fiddle with the numbers to make it work.
but that seems to have dissapeared.
the damage reduction stat can be found in EFT as well, for those wondering.
tested the HTML version, works for me, for those wanting a quick fix, copy/save it as a text file, rename the file extention to .html and you can load it in your browser.
tl;dr I Endorse this product/service
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.07.10 05:49:00 -
[8]
Very awesome :)
Also:
Originally by: Cz Ire EFT doesnt show a Damage Reduction Factor for bombs - do they have one? it affects speed tanking, and they do have an explosion velocity stat....
I'm not sure about the new system- but months back, before bombs were cool and speed/missiles got nerfed, bomb damage was only affected by signature radius.
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.07.10 06:01:00 -
[9]
Originally by: Filofox Edited by: Filofox on 26/06/2009 17:34:06 After testing this formula I've noticed that using a webifier against a battlecruiser does almost the same damage that 2 rigor + 1 flare + pwnage when using cruise missiles (although there's a optimal distance limition).
Can this be true?
Looks that way... but you're kidding yourself by looking at a battlecruiser. It looks like sig radius is far more important than speed against something more cruiser sized.
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