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Thread Statistics | Show CCP posts - 5 post(s) |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
112
|
Posted - 2013.04.26 19:55:00 -
[481] - Quote
Gabriel Karade wrote:Ancient history now, but this is what they were trying to do with missiles a long time ago.... http://oldforums.eveonline.com/?a=topic&threadID=79439Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close. Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
Thats weird page too look at cruisers fired cruise missiles?..... ships with thermal damage instead of kinetic.... raptor with missile and hybrid bonuses.. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.26 19:56:00 -
[482] - Quote
Gabriel Karade wrote:Ancient history now, but this is what they were trying to do with missiles a long time ago.... http://oldforums.eveonline.com/?a=topic&threadID=79439Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close. Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
There is no formula there, cant tell you what went wrong. |

Gabriel Karade
Noir. Noir. Mercenary Group
92
|
Posted - 2013.04.26 19:59:00 -
[483] - Quote
Apart from the formula for locking time (aeons ago), I've never seen CCP release any of fundamental physics engine formulas; everyone that you see, from tracking, to missiles, is 'player derived' - make of that what you will.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Enya Sparhawk
State Protectorate Caldari State
5
|
Posted - 2013.04.26 20:24:00 -
[484] - Quote
Bucca Zerodyme wrote: So this task is not a Task for aeronautical engineering, its a task for the computer science or mathematics. This formula doesnt depends on the location from you or your target, thats good and bad at the same time. You can deal always 100%, it doesnt matter where your enemy is, but the enemy can really easy speed tank your missiles. An Afterburner is enough and your missiles will deal 50%-75% less dmg.
I mearly mention the aeronautical engineer as an example of outsourcing... we're not looking for a programming solution but a formula calculation based off of a certain set of factors.... This group of people generally get paid for thinking in those regards... it would be a minor thing for them when presented with the task of putting "these set factors" in a relationship that best demonstrates mathematically what it is suppose to do... Plus they would readily have "tools" to test out their hypothesis on hand (programs and the like) Yeah someone in computer science or mathematician would definitely work too...
Don't get me wrong, I'm not suggesting that anyone at CCP or EVE are not up for the task, merely that they are already busy with so many other applications that they might not have the resources or brainpower to spare for this task...
And it is an issue... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Enya Sparhawk
State Protectorate Caldari State
5
|
Posted - 2013.04.26 21:16:00 -
[485] - Quote
Gabriel Karade wrote:Ancient history now, but this is what they were trying to do with missiles a long time ago.... http://oldforums.eveonline.com/?a=topic&threadID=79439Basically - takes time to accelerate, so the bigger missiles would have poor agility straight out of the tubes, and therefore difficulty hitting smaller stuff up close. Never was too sure why it didn't work, they just pulled the plug on it and eventually went with the explosion radius/velocity approach. Shame really, could have been a cool system, with scope for adding things like minimum 'arming' distance.
Quote:BIG END NOTE: This is step one in missile changes in progress, mentioned before and currently in tuning on the development server is physics changes to missile agility and how they keep track of targets at close and long range, making it so that the bigger missiles guide better at long range but not as well at close range (similar to how long range battleship turrets track frigates at long range).
This is interesting...
Personally, If I were to make changes to the missle system as a whole (assuming they find a better damage calculator) I'd make the unguided missles faster (while cutting back their flight time) than their guided counterparts for two reasons: 1. bring the damage more in line with the turrets ie. being closer to applied near instantaneous (but not near exactly), and 2. institute a damage reduction dependant on "hitting" for longer ranges (it is a short range weapon) meaning that at the extent of their range or flight time they may or maynot lose some damage due to not hitting exactly on target (but they still hit because of the size of explosion radius). Make it a scale similar to turret accuracy falloff but to a way, way lesser extent ... The advantage being that they always hit (if in range) but the damage is then further defined the farther away they get from your ship.
Essentially, treat unguided missles like giant bullets, fast but able to be outrun and affected by transverse (to a way lesser extent; I can't stress that enough)... something that will hit (once fired) even if you warp or lose target lock...
Then the guided, keep as is (again assuming they find a better damage calculator) because of their long range capacity, trading off the ability to apply instant damage for 1. always hitting, with no accuracy falloff 2. a way better scale of damage application on smaller targets (to large) over their unguided counterparts (it is guided afterall)
So essentially, just redefine the unguided missle role to better create a distinction between the two types of missles...
One is the erratic, unpredictable damage type (capable of great pain or minor scratches), the other is the ol' standby, steadfast and sure... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.26 23:31:00 -
[486] - Quote
I did some adjustments for my formula to get the curve nicer and set the minimal dmg output to 10% now.
Real DMG = DMG * max(min(Y-vel,Sig/Er,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing Factor
i wont post the plot, because im lazy now, if you want to know how i would look like quate this post then i will post it. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
41
|
Posted - 2013.04.27 17:05:00 -
[487] - Quote
Bucca Zerodyme wrote:I did some adjustments for my formula to get the curve nicer and set the minimal dmg output to 10% now.
Real DMG = DMG * max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing Factor
i wont post the plot, because im lazy now, if you want to know how i would look like quote this post then i will post it.
Edit: I messed up the Formula for sooting at small targets, will do some fixes later graph please |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.27 18:54:00 -
[488] - Quote
Kenshi Hanshin wrote: graph please
My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor
I put some values in for Cruise, all 5 Skills and the target ship is 400 sig.
Y = 167.27 sig = 400 Er = 247.5 Ev = 103.5 DRF = 1 and 1.5 vel = see the graph
See the graph for the dmg application. The green curve is the current formula from CCP. DRF= 1 http://s14.directupload.net/file/d/3238/4pcuvslr_png.htm DRF= 1.5 http://s1.directupload.net/file/d/3238/on6vik8r_png.htm
I fixed the problem for soothing at small targets now.
Edit: used this site: http://www.walterzorn.de/grapher/grapher.htm
Formulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5)))) |

ORCACommander
Obsidian Firelance Technologies
20
|
Posted - 2013.04.28 00:44:00 -
[489] - Quote
right now imo the biggest problem with all missile wepaons is the fact that missiles are delayed dps. increase all missile velocities to the point where they reach their targets in under 2 seconds |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.28 01:18:00 -
[490] - Quote
ORCACommander wrote:right now imo the biggest problem with all missile wepaons is the fact that missiles are delayed dps. increase all missile velocities to the point where they reach their targets in under 2 seconds
Delayed dmg is sure a problem, but if you CCP did as you suggest, then missiles arent missiles anymore. You cant just make missiles super fast, the dmg application is a bigger problem.
Flight time should be adjust like this (without ship bonus): - Less then 5 sec for mid range - 5-7.5 sec for long range.
Im not sure about the numbers never sniped with missiles in PvP. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.28 19:01:00 -
[491] - Quote
Bucca Zerodyme wrote:Kenshi Hanshin wrote: graph please
My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)) Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor I put some values in for Cruise, all 5 Skills and the target ship is 400 sig. Y = 167.27 sig = 400 Er = 247.5 Ev = 103.5 DRF = 1 and 1.5 vel = see the graph See the graph for the dmg application, which depends on the speed of the target. The green curve is the current formula from CCP. DRF= 1 http://s14.directupload.net/file/d/3238/4pcuvslr_png.htmDRF= 1.5 http://s1.directupload.net/file/d/3238/on6vik8r_png.htmI fixed the problem for soothing at small targets now. Edit: used this site: http://www.walterzorn.de/grapher/grapher.htmFormulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5))))
No Feedback for my Hard work?
property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed. |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
51
|
Posted - 2013.04.28 20:05:00 -
[492] - Quote
Bucca Zerodyme wrote:Bucca Zerodyme wrote:Kenshi Hanshin wrote: graph please
My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55)) Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor I put some values in for Cruise, all 5 Skills and the target ship is 400 sig. Y = 167.27 sig = 400 Er = 247.5 Ev = 103.5 DRF = 1 and 1.5 vel = see the graph See the graph for the dmg application, which depends on the speed of the target. The green curve is the current formula from CCP. DRF= 1 http://s14.directupload.net/file/d/3238/4pcuvslr_png.htmDRF= 1.5 http://s1.directupload.net/file/d/3238/on6vik8r_png.htmI fixed the problem for soothing at small targets now. Edit: used this site: http://www.walterzorn.de/grapher/grapher.htmFormulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5)))) No Feedback for my Hard work? property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Sorry busy weekend! Finals week for me.
Yes, your work looks great. Thanks for the reply!  |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
51
|
Posted - 2013.04.28 20:22:00 -
[493] - Quote
Bucca Zerodyme wrote:ORCACommander wrote:right now imo the biggest problem with all missile wepaons is the fact that missiles are delayed dps. increase all missile velocities to the point where they reach their targets in under 2 seconds Delayed dmg is sure a problem, but if you CCP did as you suggest, then missiles arent missiles anymore. You cant just make missiles super fast, the dmg application is a bigger problem. Flight time should be adjust like this (without ship bonus): - Less then 5 sec for mid range - 5-7.5 sec for long range. Im not sure about the numbers never sniped with missiles in PvP.
I have attempted to use missiles in PvP. The longer range flight times make missiles inexcusably inferior to any turret system. Even lasers with their draconian cap-usage and fitting requirements are superior to CML over those ranges in terms of applied damage.
Bucca is on to something. As missiles are by definition a warhead mounted on an engine. There is no logical in-universe reason that engine couldn't be upgraded. For example, light combat drones which are 7 m long have a MWD. The longer ranged versions of missiles could be retconned to have it too: Light missiles, Heavy Missiles and Cruise Missiles (variants included).
Doing that CCP could easily write up an in-game development to increase those missile velocities to allow for a 2-3 second time-to-impact. The flight time could then be adjusted to keep the missile ranges within reason. So basically the new missile states for range would look something like this:
Standard Heavy Missile (w/ lvl4 Missile Projection + Bombardment)
Max Velocity: 18 km/s Flight time 3 secs Range = 54 km Time-to-impact: 3 sec
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.
Thoughts? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
11
|
Posted - 2013.04.28 22:32:00 -
[494] - Quote
Kenshi Hanshin wrote:
I have attempted to use missiles in PvP. The longer range flight times make missiles inexcusably inferior to any turret system. Even lasers with their draconian cap-usage and fitting requirements are superior to CML over those ranges in terms of applied damage.
Bucca is on to something. As missiles are by definition a warhead mounted on an engine. There is no logical in-universe reason that engine couldn't be upgraded. For example, light combat drones which are 7 m long have a MWD. The longer ranged versions of missiles could be retconned to have it too: Light missiles, Heavy Missiles and Cruise Missiles (variants included).
Doing that CCP could easily write up an in-game development to increase those missile velocities to allow for a 2-3 second time-to-impact. Four seconds would be the outer limit of allowable time-to-impact. As any longer than that and the target can warp away when you lock/fire and before missile reach them. The flight time could then be adjusted to keep the missile ranges within reason. So basically the new missile states for range would look something like this:
Standard Heavy Missile (w/ lvl4 Missile Projection + Bombardment)
Max Velocity: 18 km/s* Flight time 3 secs Range = 54 km Time-to-impact: 3 sec
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well.
see the link for acceleration in EvE: http://wiki.eveonline.com/en/wiki/Acceleration
So the missiles will start and accelerate, but when they get faster it will decrease the acceleration. So you cant use a x^2 curve for the missiles. you would need to change the formula for missiles acceleration into:
s = 1/2 * a * t^2 s = distance a = acceleration t = time of flight
Missiles property's would be changed into: - Flight time - Acceleration (No velocity needed anymore)
Would be a cool change.
Kenshi Hanshin wrote:
In addition, I would suggest that the anti-missile system be changed to a mid-slot or utility-high not launcher/turret based system. Game-mechanic would be a directed or pulsed energy projector that targets missiles like smartbombs. The difference from smart bombs being that it harms only missiles not drones or enemy ships. Using that kind of anti-missile system idea would allow any pilot or raced ship to fit it. Thus not restricting people as the present and worthless defender missiles do.
yeah really sad, the best AMS (Anti-Missiles-System) are smartbombs. Agree antimissiles need to change, but i wont discuss it here in this thread. |

Akiyo Mayaki
169
|
Posted - 2013.04.28 23:24:00 -
[495] - Quote
I'm pretty happy with these changes. No |

Kenshi Hanshin
Karl XII's Dragoner Apocalypse Now.
54
|
Posted - 2013.04.29 02:12:00 -
[496] - Quote
Bucca Zerodyme wrote:Kenshi Hanshin wrote:
I have attempted to use missiles in PvP. The longer range flight times make missiles inexcusably inferior to any turret system. Even lasers with their draconian cap-usage and fitting requirements are superior to CML over those ranges in terms of applied damage.
Bucca is on to something. As missiles are by definition a warhead mounted on an engine. There is no logical in-universe reason that engine couldn't be upgraded. For example, light combat drones which are 7 m long have a MWD. The longer ranged versions of missiles could be retconned to have it too: Light missiles, Heavy Missiles and Cruise Missiles (variants included).
Doing that CCP could easily write up an in-game development to increase those missile velocities to allow for a 2-3 second time-to-impact. Four seconds would be the outer limit of allowable time-to-impact. As any longer than that and the target can warp away when you lock/fire and before missile reach them. The flight time could then be adjusted to keep the missile ranges within reason. So basically the new missile states for range would look something like this:
Standard Heavy Missile (w/ lvl4 Missile Projection + Bombardment)
Max Velocity: 18 km/s* Flight time 3 secs Range = 54 km Time-to-impact: 3 sec
To offset the nearly instant application of damage the damage could be reduced *some* to put missiles back into proper par with turrets. The main balancing attribrute would be the longer base ROF of missile launchers to turrets. Thereby reducing the dps that is actually felt.
*Idea: Make the missile accelerate using an X^2 curve. That would mean that it should be more 'balanced' at closer ranges as well.
see the link for acceleration in EvE: http://wiki.eveonline.com/en/wiki/AccelerationSo the missiles will start and accelerate, but when they get faster it will decrease the acceleration. So you cant use a x^2 curve for the missiles. you would need to change the formula for missiles acceleration into: s = 1/2 * a * t^2 s = distance a = acceleration t = time of flight Missiles property's would be changed into: - Flight time - Acceleration (No velocity needed anymore) Would be a cool change. Thanks for the link and that equation makes a lot more sense then whatever they are presently using. Basing it on acceleration and having a much higher top speed would greatly improve missiles par-ability to turrets at their intended ranges. CCP Fozzie could you please look at the idea?
Bucca Zerodyme wrote: yeah really sad, the best AMS (Anti-Missiles-System) are smartbombs. Agree antimissiles need to change, but i wont discuss it here in this thread.
Yes, that is sad. But we as a community should and need to keep reminding CCP that there are better ways to go about that. I specifically remember that is not the only good idea for a universal (non-racially restrictive) anti-missile system. To be honest, I am surprised that they didn't think of that before and on their own. |

Rachel Starchaser
Perkone Caldari State
1
|
Posted - 2013.04.29 03:15:00 -
[497] - Quote
I already have power grid problems. :( |

Debora Tsung
The Investment Bankers Guild
107
|
Posted - 2013.04.29 10:48:00 -
[498] - Quote
Bucca Zerodyme wrote: yeah really sad, the best AMS (Anti-Missiles-System) are smartbombs. Agree antimissiles need to change, but i wont discuss it here in this thread.
Missile based anti missile systems are stupid anyways.
There's no reason to waste ammo on a system that could achive better results when it used a laser. or a smart bomb in that case.
A point defense laser that shoots down missiles at range X would be cool. There's nothing a million chinese guys can't do cheaper. |

Malcanis
Vanishing Point. The Initiative.
8990
|
Posted - 2013.04.29 17:56:00 -
[499] - Quote
Rachel Starchaser wrote:I already have power grid problems. :(
With what ship?
1 Kings 12:11
|

Hagika
LEGI0N
37
|
Posted - 2013.04.29 18:59:00 -
[500] - Quote
Josilin du Guesclin wrote:Chessur wrote: Raven, all level 5 skills, 2BCS, T2 launchers, CN scourge cruise missile
On paper: 460 DPS
MWD drake: 368
Raven, all level 5 skills, 2BCS, T2 launchers, Scourge Fury Cruise
On paper: 560 DPS
MWD drake: 232 DPS
That is with the old raven and old missiles. But you get the point. Even with the 30% damage increase (assuming that you could actually apply that with the 10% decrease in explosion velocity- CN cruise raven is only doing 368 X 30% = 478 DPS (which is not all going to be applied anyway thanks to the decreased explo velocity.)
Why in the heck are you using Fury for the Raven? I think you're setting it up to fail - on a BC target you should be using Precision or Faction. My estimates suggest Precision will almost always be the right choice with the new numbers if the target sub-cap and moving at all, unless you need range (in which case use Faction). Fury is for stationary targets and capitals, as always.
Except every other race can use their T2 Battleship ammo on battleship and even smaller ships without issue. So why would Caldari be the exception? |

Hagika
LEGI0N
37
|
Posted - 2013.04.29 19:02:00 -
[501] - Quote
Any word on possible torp chances?
We really need to push to make Fury usable on atleast all BS, hulls.
Another issue is having to sacrifice precious rig slots in order to make the missiles be viable, when in pvp, Rig slots are really needed for tank.
A raven without tank rigs is just pathetic.
|

Hagika
LEGI0N
37
|
Posted - 2013.04.29 19:30:00 -
[502] - Quote
Gypsio III wrote:Bi-Mi Lansatha wrote:Kueyen wrote:...Damage(Fury) = 420 * Min( 1, (S/516), (0.1124*S/Vt)^(0.9078) ) See this is where I am having a problem, especially with that exponent being less than 1. With all other variables being constant, I don't see how increasing the explosion radius by 10% offsets the increase in 30% base damage... as another poster declared. What I see... and of course I am wrong... is that the actual effect on a 10% increase in explosion radius will be limited to about a 8% -8.5% reduction in damage application. But if one includes the 30% base damage increase, then isn't actual damage greater under all scenarios with regards to the new stats verse the old? What am I missing that the other poster sees?  I think you're missing mathematical incompetence. The other poster (Chessur?) is just clueless. Take the following cases: A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Megathron (954 m/s, 2280 m sig). WIth new cruise, damage dealt is 100%, so the 10% increase in explosion radius has no effect, you get the full benefit of the 31.6% cruise DPS increase. A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing Drake (1003 m/s, 2090 m sig). Old cruise did 96.3% damage; new cruise will do 88.6% damage. Accounting for 31.6% more DPS from new cruise gives an increase in applied DPS with new cruise of 21.0%. A single painter takes both to 100% damage, resulting in 31.6% more DPS from new cruise. A Raven shoots CN Cruise (247.5 m, 103.5 m/s) at a MWDing shield Hurricane (1293 m/s, 1796 m sig). Old cruise did 67.4% damage; new cruise does only 61.9%, ohnoes, a nerf! Not quite. Accounting for the extra 31.6% DPS from new cruise indicates that new cruise will again do 21.0% more damage than old cruise. This rule of >21% more applied damage seems to hold true in most sensible combinations of sig and speed, although it does seem to break down to 19.6% in some odd combinations. I don't have time to track it down right now though.
So with the bonus to the Phoon, how much better would it it be over a raven trying to do the same thing?
|

Hagika
LEGI0N
37
|
Posted - 2013.04.29 19:58:00 -
[503] - Quote
Kagura Nikon wrote:Jureth22 wrote:just tested a cruise raven vs a typhoon
fitt of raven : 6x cruise missile launcher II + scourge fury/1x web/1x painter/4x bcu
initial volley whitout tp : 1201 with tp : 1500
seriosly???? will cruise missiles need to tp a battleship size hull to be able to make their full potention damage.
i am dissapoint,dps looks ok on paper,but when in combat,everything changes Checked what battleship you are firign at? The typhoon is exaclty the lowest sgianture battleship EXACLTY so that it can mitigate incomming damage. Try firing at a hyperion and see if you need ANY Tpainter.
Its a battleship with an unrealistic small sig and still able to achieve a battleship tank just like the others. Not to mention faster than most as well.
Its kind of ridiculous really. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:11:00 -
[504] - Quote
Hagika wrote: Except every other race can use their T2 Battleship ammo on battleship and even smaller ships without issue. So why would Caldari be the exception?
Already posted my opinion on that. It would be really sad if i cant use them on a BS which dont have an AB fitted. You need atleast 1-2 TP's to get full dmg on a BS.
you need to get this condition true to get Full DMG: (Sig/Er * Ev/Vel) > 1
All 5 Skills: (Sig/425.7 * 87/Vel) > 1 <=> 4.893 * Sig/Vel > 1
That means if the radio of Sig/Vel is less then 0.2 then you will not do full dmg or if the Vel is 4.893 times higher then the Sig. With Navigation at lvl 5 and 2 Shield Extender + 3 Shield Rigs with lvl4, you get the following Data:
GALLENTE Hyperion: max velocity: 143.75 Signature radius: 637.19 -> No Full DMG
Megathron: max velocity: 152.5 Signature radius: 512.13 -> No Full DMG
Dominix max velocity: 136.25 Signature Radius: 613.37 -> No Full DMG
MINMATAR Maelstrom: max velocity: 117.5 Signature radius: 607.41 -> Full DMG
Tempest: max velocity: 150 Signature radius: 488.31 -> No Full DMG
Typhoon: max velocity: 162.5 Signature radius: 452.58 -> No Full DMG
AMARR Abaddon: max velocity: 111.25 Signature radius: 619.32 ->Full DMG
Apocalypse: max velocity: 141.25 Signature radius: 512.13 -> No Full DMG
Armageddon: max velocity: 125 Signature radius: 595.5 -> No Full DMG
CALDARI Rokh: max velocity: 111.25 Signature radius: 655,05 -> Full DMG
Raven: max velocity: 141.25 Signature radius: 559.77 -> No Full DMG
Scorpion: max velocity: 117.5 Signature radius: 631.23 -> Full DMG
So only 4(3) out of 12 ships you can do Full DMG without utility. Maelstrom, Abaddon, Rokh and Scorpion. Without Shield-Tank there were 0 Ships out of 12.
Edit: As I already suggested, reduce the penalty from Fury Missiles to 50% and not 72% (Explosion Radius) and the 16% Penalty from Explosion Vel to 12.5% |

Mariner6
Agony Unleashed Agony Empire
151
|
Posted - 2013.04.29 21:23:00 -
[505] - Quote
Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes. |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.29 21:35:00 -
[506] - Quote
Bucca Zerodyme wrote: My formula is: Real DMG = DMG * min(Sig/Er,max(min(Y-vel,1),cos(min((vel-Y)/(Y*DRF),3.1415))/2.222+0.55))
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor
Formulas: min(400/247.5,max(min(167.27-x,1),cos(min((x-167.27)/(167.27*1.5),3.1415))/2.222+0.55)); min(400/247.5, min(1, (103.5/247.5 * 400/x)^(log(4.5)/log(5.5))))
No Feedback for my Hard work?
property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Hmmm, the one problem I have with this formula is that it is solely dependant on velocity... While I agree that velocity would be a major factor in solving damage, it should never be a single standalone...
I realize that it "works" (to an extent) but then it really isn't a fair representation of all factors involved based on all of the trained skills available...
The idea being to create a formula that has many factors working in unison (since you will have many other factors working against them in game ie. webbers, painters, etc); the formula should be complex utilizing a wide range of factors without being complicated.
Like I said before, its not a simple solution... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:41:00 -
[507] - Quote
Mariner6 wrote:Don't forget that while your cruise missiles may not do full damage to the target you will not miss so you are doing some damage which is better than zero damage like when guns get out tracked. You seem to desire that missiles should always do full damage when they hit? Often guns won't either because of tracking or being in fall off or both and also affected by signature size as per the various formulas. It seems like overall its nearing a very good balance with these changes.
I dont use Missiles in PvP, maybe someone other can explain it better. Missiles hit always the target is sure a big advantage, but its only advantage. Now im going to list a few disadvantages: - Delayed DMG in PvP - DMG Application is bad -> you need more E-War - You cant use Fury missiles - You cant snipe with Missiles
I dont run statistics on Turret hits, but i know you usually hit your target, otherwise you did something wrong. Whats your guess about missing you target with turrets? 5%,10%,15% ? If thats the point then, just reduce missile dmg by 5% then they are even, wont they? |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:46:00 -
[508] - Quote
Enya Sparhawk wrote: Hmmm, the one problem I have with this formula is that it is solely dependant on velocity... While I agree that velocity would be a major factor in solving damage, it should never be a single standalone...
I realize that it "works" (to an extent) but then it really isn't a fair representation of all factors involved based on all of the trained skills available...
The idea being to create a formula that has many factors working in unison (since you will have many other factors working against them in game ie. webbers, painters, etc); the formula should be complex utilizing a wide range of factors without being complicated.
Like I said before, its not a simple solution...
The Forumla is using all factors. Its what Y = Sig * Ev / Er is for. It may appear different, but there is no difference, except it use a cosine function. Otherwise show me an example where the Formula behaves strange.
If you get webed or painted, your speed decrease or your Sig-Radius is increased. This facts will surly change the dmg you are doing. |

Bucca Zerodyme
Good For Nothing Corporation Union of Independence
12
|
Posted - 2013.04.29 21:59:00 -
[509] - Quote
Enya Sparhawk wrote:Factoring in the velocity of missles into the equation wouldn't really be a good idea since they already fly faster than most ships anyways...
The Dmg-Application Graph, which i posted dont show the missiles speed, its showing the speed of the ship.
Y = Sig * Ev / Er vel = ship's velocity sig = ship's signature Er = Explosion Radius of missile Ev = Explosion Velocity of missile DRF = Damage reducing factor
There is no missiles speed involved. |

Enya Sparhawk
State Protectorate Caldari State
7
|
Posted - 2013.04.29 22:09:00 -
[510] - Quote
Bucca Zerodyme wrote: The Forumla is using all factors. Its what Y = Sig * Ev / Er is for. It may appear different, but there is no difference, except it use a cosine function. Otherwise show me an example where the Formula behaves strange.
If you get webed or painted, your speed decrease or your Sig-Radius is increased. This facts will surly change the dmg you are doing.
I noticed, but the velocity in each of your parts is a stand alone factor, a whole number that isn't accurately presented in the relationship of skills... you are obtaining a number for Y then subtracting the ship's velocity or vice versa...
"(Y -vel) or (vel -Y)"
Whereas in the original formula it is a function of all parts working in unison (though not properly representative)
Bucca Zerodyme wrote: property's of my Formula: - You can set a minimum - You can adjust the dmg application with DRF - The dmg application depends on the speed of the target, but the dmg curve is a cosine function, so the dmg dont get much worse if the break-even is passed.
Don't get me wrong, I do like what you've done and were working towards... but what I am saying is that is should not be dependant on the speed of the target alone, since theoretically, these missles generally travel faster than the ship they are trying to hit...
Does that make sense?
F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |
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