A blog dedicated to my experiences in EVE Online, played only on the weekends
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Guide - Missile Ratios

There are several theories on how this game mechanic is operated, but I believe this way of figuring it out is the most accurate and correct.

4 vital pieces of information are:

  1. The explosion velocity of the missile
  2. The explosion radius of the missile
  3. The velocity of the target
  4. The signature radius of the target

Here is how this all works:

Number 1: When the target’s velocity is more or faster than the missile’s velocity, then the target “out-runs” the explosion, bring down the missile’s damage by what ever the percentage the difference is. Example:

  • Target is traveling at 200m/s
  • Missile goes at 100m/s

Since the missile is 2 times slower than the target, then it does have of the damage.

Number 2: The radius also affect missiles, and usually much more than velocity. Ever wonder why a torpedo doesn’t do as much damage as a heavy missile on the same small target?

Well if the target’s signature radius is smaller than the missile, it also “dodges” some of the missile’s explosives. Real life example:

  • Shooting a feather with a 10 pound cannon shot or a metal BB gun pellet shot
  • The 10 pound might hit it, but just brush by the feather
  • The BB bullet will put a hole in the feather
  • The formula is also very similar to the velocity, but this time it is the radius measurements we are using

In game mechanics example:

  • Target radius: 100m
  • Missile radius: 300m

The damage inflicted is only 1/3 of the original.

Here is a list to help you determine what missiles to use against what class of ships:

  • Frigates - light missiles
  • Cruisers - heavy missiles
  • Battleships - cruise missiles or torpedoes
  • Very close and small ships (cruisers) - assault missiles

So now that you know somewhat of how this works, fit the suitable launchers on your ship for maximum damage!

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June 18, 2008   3 Comments