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Turret damage: Difference between revisions

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Djavin novienta (talk | contribs)
Djavin novienta (talk | contribs)
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Tracking is a value that represents how well a turret can follow a moving target. The equation is not fully realistic, as it only considers the relative movement between the attacker and the target, and does not take into account any rotation of the attacking ship. From the attacker's point of view, this relative movement appears as a change in the angle to the target.
Tracking is a value that represents how well a turret can follow a moving target. The equation is not fully realistic, as it only considers the relative movement between the attacker and the target, and does not take into account any rotation of the attacking ship. From the attacker's point of view, this relative movement appears as a change in the angle to the target.


Don't make the mistake of thinking that a turret has a fixed turn speed, that's not how the equation works. Instead it behaves just like falloff, meaning that the turret can miss targets that move slower than its turn speed and hit targets that move faster.
Turret tracking can be viewed using "Show Info". It is modified by skills, ammunition, modules, hull bonuses, and incoming tracking disruptors and tracking links.


With the updates to tracking it became much easier to compare the tracking ability between different turrets, but it also made the numbers more abstract and harder to use in combat. In the overview a targets angular velocity is given in rad/s, to know a turrets tracking speed in rad/s the following equation must be used:
Though tracking can be conceptualized as the ability of a turret to turn and "track" its target, this is not how tracking is calculated. Instead, tracking it behaves similarly to falloff in that it represents a percentage chance to hit, meaning that a turret can miss targets that move slower than its turn speed and hit targets that move faster.


turret tracking in rad/s = Turret tracking * Target Signature Resolution / 40000m
Updates to tracking have made it much easier to compare the tracking abilities of different turrets, but they have also made the numbers more abstract and harder to use in combat. Most prominently, a target's angular velocity is given in the overview as radians per second (rad/s), which cannot be directly compared to a turret's tracking value.


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.
To convert turret tracking speed to rad/s the following formula can be used:


Turret tracking is visible in turret info window. It is modified by skill, ammo, modules, hull bonuses and incoming tracking disruptors and tracking links.
<pre>turret tracking in rad/s = Turret tracking * Target Signature Resolution / 40000m</pre>
 
Much of this information is most useful when theorycrafting, as there is often little time or need for complex mathematics during combat. However, pilots who are familiar with these concepts can still use them in a general sense to make decisions when in space.


{{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"}}