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Naara elein (talk | contribs) m minor rewrites, improved examples, small layout changes |
Naara elein (talk | contribs) m added a graph, minor text changes |
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fall<sub>turret</sub> is falloff of turret | fall<sub>turret</sub> is falloff of turret | ||
[[File:Turret_HitChance_and_AverageDamage.PNG|650px|thumb|right|Click to enlarge]] | |||
Those who like math may recognize that the hit chance equation has the form of ''x''<sup>(''a''+''b'')</sup>, which can also be written as ''x<sup>a</sup>x<sup>b</sup>''. In this case, x = 0.5, a = all tracking terms and b = all range terms. In other words, the hit chance equation can be thought of as having two separate parts (tracking and range), which are calculated individually and then multiplied at the end to get the final hit chance. This means that tracking and range don't interfere with one another, they are indeed two seperate things. | |||
Example: At a range equal to optimal+falloff the range part of the equation becomes ''0.5''<sup>''1''</sup>, which means a 50% chance to hit. Against a target with the same angular velocity (rad/s) as a turrets tracking value multiplied with the targets size and divided by | The equation also shows that the reduction of hit chance from falloff and tracking respectively follow the same pattern. This is because they both look like ''0.5''<sup>(something / x)<sup>2</sup></sup>, where x is either tracking or falloff. The only differance between them are the input values, the output is identical. | ||
Example: At a range equal to optimal+falloff the range part of the equation becomes ''0.5''<sup>''1''</sup>, which means a 50% chance to hit. Against a target with the same angular velocity (rad/s) as a turrets tracking value multiplied with the targets size and divided by 40000m, the tracking part of the equation becomes ''0.5''<sup>''1''</sup>, which is also a 50% chance to hit. In the first case the full falloff range was used, in the second case the full turret tracking was used, and since they both follow the same pattern they end up at the same hit chance. | |||
===Falloff and optimal range=== | ===Falloff and optimal range=== | ||
A target inside the optimal range of a turret will be hit 100% of the time, assuming no tracking is required. | |||
Falloff is an additional range that goes beyond the optimal. Falloff is different than optimal in the sense that it reflects a gradual loss of hit chance. When a target is at optimal+falloff the hit chance is down to 50%. At optimal+(2 x falloff) the hit chance is down to 6.25%, but it's important to note that hits are still possible. | Falloff is an additional range that goes beyond the optimal. Falloff is different than optimal in the sense that it reflects a gradual loss of hit chance. When a target is at optimal+falloff the hit chance is down to 50%. At optimal+(2 x falloff) the hit chance is down to 6.25%, but it's important to note that hits are still possible. | ||
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When using turrets that fight inside falloff ranges it can be useful to know that being at optimal+(falloff / 3) results in -11% average damage, being at optimal+(falloff / 2) results in -22% average damage and being at optimal+falloff results in -61% average damage (note: average damage falls faster than hit chance due to how the random damage interval is calculated, see below). | When using turrets that fight inside falloff ranges it can be useful to know that being at optimal+(falloff / 3) results in -11% average damage, being at optimal+(falloff / 2) results in -22% average damage and being at optimal+falloff results in -61% average damage (note: average damage falls faster than hit chance due to how the random damage interval is calculated, see below). | ||
Falloff and optimal ranges are visible in | Falloff and optimal ranges are visible in the turrets info window. They are further modified by skills, ammo, modules, hull bonuses and incoming tracking disruptors. Target distance is visible on the overview. | ||
===Turret tracking=== | ===Turret tracking=== | ||
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With the updates to tracking it became easier to compare the tracking ability of turrets, but also a bit harder to understand how it works, since the turrets own turn speed is no longer visible and therefore hard to compare against the targets angular velocity that is visble in the overview. To get a turrets tracking value (in rad/s) that can be compared against to the targets angular velocity (in rad/s) the following equation must be used: | With the updates to tracking it became easier to compare the tracking ability of turrets, but also a bit harder to understand how it works, since the turrets own turn speed is no longer visible and therefore hard to compare against the targets angular velocity that is visble in the overview. To get a turrets tracking value (in rad/s) that can be compared against to the targets angular velocity (in rad/s) the following equation must be used: | ||
turret tracking in rad/s = Turret tracking x Target Signature Resolution / | turret tracking in rad/s = Turret tracking x Target Signature Resolution / 40000m | ||
There is of course no time or need to use math in combat. But it is helpful when one is trying to figure out what the actual effect a bonus or a penalty to tracking would have. As stated earlier, falloff and tracking follow the same behaviour, so a +10% bonus to tracking will have the same proportional impact on hitting a moving target, as would a +10% bonus to falloff have on hitting a target out in falloff range. | There is of course no time or need to use math in combat. But it is helpful when one is trying to figure out what the actual effect a bonus or a penalty to tracking would have. As stated earlier, falloff and tracking follow the same behaviour, so a +10% bonus to tracking will have the same proportional impact on hitting a moving target, as would a +10% bonus to falloff have on hitting a target out in falloff range. | ||
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==Combined effects of hit chance and damage distribution== | ==Combined effects of hit chance and damage distribution== | ||
note: | ''note: this seems redundant now, should probably be deleted'' | ||
When a turret has less than 100% chance to hit the damage is reduced in two different ways. The first and obvious one is that it sometimes misses, the other is that the max damage on normal hits (e.g. not perfect ones) are reduced as well. Both of these effects will decrease the DPS output. | When a turret has less than 100% chance to hit the damage is reduced in two different ways. The first and obvious one is that it sometimes misses, the other is that the max damage on normal hits (e.g. not perfect ones) are reduced as well. Both of these effects will decrease the DPS output. | ||
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==Tracking upgrades vs Damage upgrades vs Target painter Vs Stasis webifier== | ==Tracking upgrades vs Damage upgrades vs Target painter Vs Stasis webifier== | ||
''note: unsure if this is helpful'' | |||
Weapon upgrade modules can improve raw damage, tracking and range. Making use of an increased range is fairly obvious. However, comparing tracking and damage can be harder to do. The tricky thing with this comparison is that the need for tracking in a fight often varies depending on how the pilots fly their ships. So to make any sense of the following you must have some rough ideas of what the angular velocities will be. The only way to get that is through experience. | Weapon upgrade modules can improve raw damage, tracking and range. Making use of an increased range is fairly obvious. However, comparing tracking and damage can be harder to do. The tricky thing with this comparison is that the need for tracking in a fight often varies depending on how the pilots fly their ships. So to make any sense of the following you must have some rough ideas of what the angular velocities will be. The only way to get that is through experience. | ||
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==Choosing turrets== | ==Choosing turrets== | ||
''note: should be rewritten'' | |||
Is it better with high damage or high tracking turrets? It is almost always better to go for the highest possible damage, which also gives a higher range. This is true for long range (like artillery) and short range (like autocannons) guns alike. The reason for this is because the gain in tracking isn't enough to compete with the lost damage. | Is it better with high damage or high tracking turrets? It is almost always better to go for the highest possible damage, which also gives a higher range. This is true for long range (like artillery) and short range (like autocannons) guns alike. The reason for this is because the gain in tracking isn't enough to compete with the lost damage. | ||