EVE Online missile simulator
Pick a launcher, a missile, a ship and a target, and this simulator shows how much of your theoretical damage per second actually lands. Unlike turrets, missiles never miss — they lose damage instead, through the interaction between explosion radius, explosion velocity, the damage reduction factor of the warhead and the signature radius of the target. Sign in with EVE SSO and your trained missile skills are read from the ESI API and applied to the curve, together with the role and per-level bonuses of the hull you fly. Shooting with guns instead? Use the turret simulator.
Tool under construction: report an issue or contribute on Github.
How missile damage is computed
Explosion radius versus signature radius
If the explosion radius of the missile is larger than the signature radius of the target, the applied damage is scaled down by the ratio between the two. This is the first and most brutal penalty: a torpedo aimed at a frigate simply cannot wrap its blast around a hull that small, however well trained the pilot is.
Explosion velocity and damage reduction factor
The second penalty compares the speed of the target against the explosion velocity of the missile, again weighted by the signature and explosion radii, and raised to the power of the damage reduction factor of the warhead. The simulator keeps the smallest of the two penalties — never more than 100% of the damage — which is exactly how EVE Online resolves it.
Range, flight time and applied DPS
Missile range is the product of missile velocity and flight time, so the chart stops where the missile expires. Inside that range, the raw DPS is the sum of the EM, thermal, kinetic and explosive damage of the missile divided by the rate of fire of the launcher, multiplied by the damage reduction described above. Reload time is not included yet.
Which bonuses are applied
- Missile skills — Missile Launcher Operation and Rapid Launch modify rate of fire, Warhead Upgrades modifies damage, Missile Bombardment and Missile Projection extend flight time, Guided Missile Precision reduces explosion radius, and Target Navigation Prediction raises explosion velocity.
- Launcher and specialization skills — the skills required by the launcher itself, plus its specialization skill, add their own damage and rate of fire multipliers.
- Ship role and per-level traits — role bonuses and per-level hull traits are read from the ship description and applied only when they are relevant to the launcher you selected, including the kinetic damage bonuses common on Caldari hulls.
- Missile type — velocity, flight time, explosion radius, explosion velocity and damage reduction factor all come from the missile itself, which is why switching between light, heavy and cruise missiles changes the shape of the curve, not just its height.
Every bonus is listed next to the stat it changes in the simulator, so you can always see why a value differs from the one shown in game on an untrained character.
Frequently asked questions
- Do I need to log in to use the missile simulator?
- No. The simulator works without an account: it then assumes no character skills at all. Signing in with EVE SSO only lets the tool read your trained missile skills and apply them to the curve.
- Are my character skills taken into account?
- Yes, once you sign in with EVE SSO. Missile Launcher Operation, Rapid Launch, Warhead Upgrades, Missile Bombardment, Missile Projection, Guided Missile Precision, Target Navigation Prediction and the launcher specialization skills are read from the EVE ESI API and applied as multipliers on rate of fire, damage, flight time, explosion radius and explosion velocity.
- Why do my missiles deal less damage to a small target?
- Missiles always hit, but the damage applied is reduced when the explosion radius of the missile is larger than the signature radius of the target, or when the target moves faster than the explosion velocity. A cruise missile fired at a frigate can lose most of its damage this way.
- How is missile range computed?
- Missile range is the maximum velocity of the missile multiplied by its flight time, so any bonus to missile velocity or flight time extends the range. Beyond that distance the missile expires and applies no damage at all.
- Is this tool affiliated with CCP Games?
- No. This is a free third-party tool for EVE Online. All EVE Online data is fetched from the official ESI API and remains the property of CCP Games.