Below is a tool I made for looking at how different ammo, skills, and equipment affect missile damage. As with my prior posts, I am personally most interested in looking at the situation with cruise missiles for use against battleships. Therefore, for now, the drop down select lists only include cruise missiles and a small number of sample NPC battleships. However, you can set the drop downs to Custom and enter values for other missiles and ships.
Take note of the field labeled "Avg Max Velocity". Originally, I just labeled this as Max Velocity. However, the maximum velocity of most NPC battleships, from the data I found online, is actually much higher than the values I am using; somewhere in the neighborhood of 1200 - 1400 m/s. The reason I didn't use those values is that the NPC battleships almost never actually go that fast. They usually hobble along at much lower speeds. We are most interested in what will happen most of the time, not in the fringe cases where they actually burst up to top speed. The numbers I therefore used are their orbital velocities, as those values are accurate for orbiting and I think not too far off from what is typically seen when they approach.
I also have a few assumptions at play here. First, I am assuming that multiple affects (for example, if using 2 Rigor Catalysts) will stack in a manner similar to how multiple resist mods stack. Furthermore, I am assming that Target Navigation Prediction reduces the target velocity in the equation, which is also why you will see the graph X axis go up to a lower number than the value in the Avg Max Velocity field with the axis labeled as Effective Target Speed -- because it has the Target Navigation Prediction skill applied to it.
Show/Hide Equations
Missile | Exp. Radius | Exp. Velocity | DRF |
Target Ship | Sig. Radius | Avg Max Velocity |
Target Painter:
Rig 1: Rig 2: Rig 3:
Guided Missile Precision Level:
Target Navigation Prediction Level:
Zero Velocity Damage Applied | |
Max Velocity Damage Applied |
Additional information you may need for common weapon systems.
ReplyDeleteCruise holds 27, ROF = 16.54 with 10 seconds to reload
Rapid Heavy holds 25, ROF = 5.18 With 35 seconds to reload
Rapid Light holds 20, ROF = 6.24 with 35 seconds to reload
Precision Light Missile damage 83: Xr=25,Xv=204, DRF=2.6
Precision Heavy Missile damage 142: Xr=125, Xv=97, DRF=2.7
Fury Light Missile damage 116: Xr=69, Xv=143, DRF=3.2
Precision Cruise Missile damage 375: Xr=297, Xv=83, DRF=3.5
Fury Heavy Missile damage 191: Xr=241, Xv=68, DRF=4.5
Fury Cruise Missile damage 525: Xr=567, Xv=58, DRF=4.7