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Turret damage: Difference between revisions

From EVE University Wiki
m several tweaks
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V<sub>angular</sub> is angular velocity (movement between the attacker and the target expressed as an angle (in radians) per second)
''V<sub>angular</sub>'' is angular velocity (movement between the attacker and the target expressed as an angle (in radians) per second)


WAS is the turrets tracking value (listed on the info window, previously called Weapon Accuracy Score) and means how well the turret can hit a moving target
''WAS'' is the turrets tracking value (listed on the info window, previously called Weapon Accuracy Score) and means how well the turret can hit a moving target


sig<sub>target</sub> is target signature radius (aka target size, a big target is easier to track)
''sig<sub>target</sub>'' is target signature radius (aka target size, a big target is easier to track)


Distance is the range in meters
''Distance'' is the range in meters


opt<sub>turret</sub> is optimal range of turret  
''opt<sub>turret</sub>'' is optimal range of turret  


fall<sub>turret</sub> is falloff range of turret
''fall<sub>turret</sub>'' is falloff range of turret


  [[File:Turret_HitChance_and_AverageDamage.PNG|650px|thumb|right|Click to enlarge]]
  [[File:Turret_HitChance_and_AverageDamage.PNG|650px|thumb|right|Click to enlarge]]
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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.
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.


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 variables, the output look identical.
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 variables, the output look the same.


'''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.
'''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.
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turret tracking in rad/s = Turret tracking * Target Signature Resolution / 40000m
turret tracking in rad/s = Turret tracking * Target Signature Resolution / 40000m


There is of course no time or need to use math in combat. But it can still be helpful when one is trying to figure out what a bonus or a penalty to tracking will actually do. As stated earlier, since falloff and tracking follow the same pattern, a +10% bonus to tracking will have the same 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 can still be helpful when one is trying to figure out what the impact of tracking is on your chance to hit.


Turret tracking is visible in turret info window. It is modified by skill, ammo, modules, hull bonuses and incoming tracking disruptors.
Turret tracking is visible in turret info window. It is modified by skill, ammo, modules, hull bonuses and incoming tracking disruptors and tracking links.


{{expansion past | The "Turret Tracking" attribute in the formula used to be split into "Turret Tracking" and "Turret Signature Resolution". Combining them to single mumber simplified the formula without changing any mechanics. If you need to calculate turret hit chance with "Turret Signature Resolution" (for example using old NPC attribute info) just replace 40000 with "Turret Signature Resolution"}}
{{expansion past | The "Turret Tracking" attribute in the formula used to be split into "Turret Tracking" and "Turret Signature Resolution". Combining them to single mumber simplified the formula without changing any mechanics. If you need to calculate turret hit chance with "Turret Signature Resolution" (for example using old NPC attribute info) just replace 40000 with "Turret Signature Resolution"}}
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This can be a tricky concept. Instead of measuring the speed as m/s or miles/hour, a speed can also be measured as the percieved change in the angle to an object from a certain location. A good example is the suns movement across the sky, where it moves 360° in 24 hours. If the sun is moving away or towards us is irrelevant, that wouldn't change the angle, only sideways movement will.
This can be a tricky concept. Instead of measuring the speed as m/s or miles/hour, a speed can also be measured as the percieved change in the angle to an object from a certain location. A good example is the suns movement across the sky, where it moves 360° in 24 hours. If the sun is moving away or towards us is irrelevant, that wouldn't change the angle, only sideways movement will.


Just as a circle can be described as an angle of 360°, it can also be described as an angle of 2&pi; radians. Meaning that one radian equals to (360/2&pi;) roughly 57°.
Just as a circle can be described as an angle of 360°, it can also be described as an angle of 2&pi; radians. Meaning that one radian equals to roughly 57° (360/2&pi;).


The ingame overview can show the angular velocity of a target if you open the settings and tick a box under the tab called columns. Angular velocity is used to determine the penalty to the hit chance based on the turret's tracking ability. Relying on high angular velocities to stay alive is called speed tanking (not to be mixed up with kiting, which is to keep something at range).
The ingame overview can show the angular velocity of a target if you open the settings and tick a box under the tab called columns. Angular velocity is used to determine the penalty to the hit chance based on the turret's tracking ability. Relying on high angular velocities to stay alive is called speed tanking (not to be mixed up with kiting, which is to keep something at range).
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===Average damage===
===Average damage===
A turret with a hit chance of 100% will strike for 50% - 149% of its base damage in every non perfect hit. But since the same random number is used to determine both hit or miss as well as the damage modifier, this means that the upper damage interval will begin to shrink when the hit chance is decreased. The average damage is thus reduced in two ways, firstly by having some shots miss and deal no damage at all, and secondly by having the upper damage interval decrease. The average damage will always be reduced more than the hit chance is.
A turret with a hit chance of 100% will strike for 50% - 149% of its base damage with every non perfect hit. But when the hit chance is reduced, the upper random damage interval will also be reduced. The average damage is thus reduced in two ways, firstly by having some shots miss completely and deal no damage at all, and secondly by having the maximum random damage go down. The average damage will therefore always be reduced more than the hit chance is.


Example: When the hit chance of a turret is 70% the damage interval has shrunk to 50% - 119% for all non perfect hits. When combined, these two things results in an average damage of just 61.3% (69%*(50%+119%)/2+1%*3) of the base damage.
'''Example:''' When the hit chance of a turret is 70% the damage interval has shrunk to 50% - 119% for all non perfect hits. When combined, these two things results in an average damage of just 61.3% (69%*(50%+119%)/2+1%*3) of the base damage.


==Will grouping guns change the damage?==
==Will grouping guns change the damage?==
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Two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.
Two ships always have the same range and angular velocity towards eachother. The pilot who can control these two values, can control how much damage turrets will be able to do.


If your ship is faster and more agile, and the opponent is orbiting you, the angular velocity can be minimized (can reach zero) by using Approach. If your ship is slower or less agile, and the opponent is orbiting you, angular velocity can be minimized by using Keep at Range (if set to far away, but be warned: if you reach this range your ship will stop). Maximizing the angular velocity is harder but will happen if both ships orbit one another, or if one is using Approach but isn't agile enough to get behind the other.
If your ship is faster and more agile, and the opponent is orbiting you, the angular velocity can be minimized (can reach zero) by using Approach. If your ship is slower or less agile, and the opponent is orbiting you, angular velocity can be minimized by using Keep at Range (if set to far away, but be warned: if you reach this range your ship will stop). Alternatively, if your ship has very poor agility, it is better to fly in a straight line to maximize your own speed and let the orbiting ship chase after you. Maximizing the angular velocity is harder but will happen if both ships orbit one another, or if one is using Approach but isn't agile enough to get behind the other. A ships agility is the multiplication of its inertia modifier and mass, a lower value means it can do sharper turns.
A ships agility is the multiplication of its inertia modifier and mass, a lower value means it can do sharper turns.


A tackler (typically a frigate whose job is to prevent an enemy from warping away) needs to keep his or hers angular velocity in mind to survive. If they approach a distant target straight on, they are easy to track and even the biggest guns with the worst tracking will hit for full damage. To be safe, a tackler need to approach at an angle, to keep the angular velocity up.
A tackler (typically a frigate whose job is to prevent an enemy from warping away) needs to keep his or hers angular velocity in mind to survive. If they approach a distant target straight on, there is no angular velocity, and the hit chance from the tracking term will be 0.5<sup>0</sup> = 100%. A battleship can easily hit a frigate for full damage if there is no need to track it.


The Disruption EWAR module will reduce a turrets tracking and/or range. Since ships are often fitted around an idea, like fighting at a certain range, a disruptor can really mess with that. Always bring both range and tracking disruption scripts, you won't know which one you'll need until you start fighting.
The Disruption EWAR module will reduce a turrets tracking and/or range. Since ships are often fitted around an idea, like fighting at a certain range, a disruptor can really mess with that. Always bring both range and tracking disruption scripts, you won't know which one you'll need until you are in combat.


There are rigs and modules that improve tracking directly. However, since bigger targets are easier to track, a Target Painter will also make someone easier to track. A Target Painter is an active module and will require more micromanagement of its pilot, but the good thing is that the victim is easier to track for everyone.
There are rigs and modules that improve tracking directly. However, since bigger targets are easier to track, a Target Painter will also make someone easier to track. A Target Painter is an active module and will require more micromanagement of its pilot, but the good thing is that the victim is easier to track for everyone.
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==Choosing turrets==
==Choosing turrets==
Each group of weapon have several choices. For blasters (short range hybrid weapon) there are three different kinds: Electron, Ion and Neutron (from weakest to strongest). The electron have the best tracking, the neutron have the best damage and range. Which one is best? It turns out that the higher damage choice is pretty much always better. This is because the higher tracking weapon can only start to compete when the average damage output has already dropped significantly.
Each group of weapon have several choices. For blasters (short range hybrid weapon) there are three different kinds: Electron, Ion and Neutron (from weakest to strongest). The electron have the best tracking, the neutron have the best damage and range. Which one is best? It turns out that the higher damage choice is pretty much always better, because the differance in tracking is too small to make much of a differance.
 
For short range kiting frigates (around 6-8km) a high tracking can be so critical that the smallest long range guns will have the best performance.


=References=
=References=