Thontor, on 22 March 2013 - 07:14 AM, said:
They are 0.7 PLUS splash damage. If the splash damage hits even just one additional component that is now 0.98 for LRMs and 2.1 for SRMs.
And the splash damage pretty much always hits at least one other component.. Usually more.
That is incorrect. The splash damage is a weighted value dependent on the distance from the center of impact. If a LRM hit and was 0.9m away from a secondary component, it deals 50% * 0.4 = 0.14 damage to the secondary component and 0.7 to the primary component.
If a LRM hits and the component is 1.8m (somehow magically right next to it, like Garth's example), it will deal 100% * 0.4 = 0.28 damage to the secondary component and 0.7 to the primary component.
At least, after reading it several times, that is how I read it.
***EDIT: Ya, here is my evidence:
Quote
From the impact point to the outer radius of splash damage, this factor of 0.4 drops linearly to 0.0.
This is why I am multiplying the value of the extra damage by a percentage on the secondary component because it linearly is reduced based on splash range and range to secondary component.***
***EDIT: Interestingly, the reason why splash damage is dealing MUCH more to small targets than larger targets is how these weighted values are and the closeness of their components.
Take the Commando for example, when a LRM hits the CT dead center, I would expect the distance to be roughly 0.5 to 0.7m (lets say 0.6m) to each side torso, this makes the LRM deal MUCH more damage that it is suppose to because then you get 0.7 damage to the primary component and ((1.8m - 0.6m) / 1.8m) * 0.4 * 0.7 = 0.187 to the secondary component. But since we are hitting a symmetrical target, we get 0.7 damage to the primary component, and two 0.187 damage to the secondary component. Thus, that LRM now has dealt 1.074, more than expected.
This is the reason why with 1.8 damage with linear splash at 1.0 weight (full), you get 1.8 to the primary component and ((4.0m - 0.6m) / 4.0m) * 1.0 * 1.8 = 1.53 damage for the secondary component. This leads to the LRM dealing 1.8 + (1.53 * 2) = 4.86! That a huge extra boost and is why they were broken before. And this is against small targets. Their boost would be smaller against larger targets, which makes them unfair in their damage against the target.
The weighted 0.4 value is a good start, but the splash mechanic just needs to go. It's making missiles deal more than they should in some situations and perform underwhelmingly in others due to low primary component damage. The way forward on fixing this should be controlling the flight pattern.
Edited by Zyllos, 22 March 2013 - 07:40 AM.