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Turret damage: Difference between revisions

From EVE University Wiki
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{{Example|This is a work in progress. Some parts need to be rewritten, things will be added and the layout is not complete.}}
{{Example|This is a work in progress. Some parts need to be rewritten, things will be added and the layout is not complete.}}


EVE relies on math to determine the outcome of events, like all computer games. A player can develop a feel for the inner workings of the game by experience and practice over time. Such knowledge is often powerful and can tip the balance in pvp encounters. Some, but not all, of this practical knowledge stems from an intuitive understanding of the math behind the scenes.
This article look looks into the equations and math that is working behind the scenes whenever turret weapons are used. There will be plenty of math and graphs, but these will also be explained, so that the reader can draw own conclusions. This allows the reader to see for example how the random damage distribution looks like, how far into falloff a target can be without loosing any noticeable damage and when tracking becomes more important for DPS than the damage multiplier. All these things can be used to maximize the DPS of a ship.
 
This article will look into the math that controls gunnery. Hopefully this will provide insights into the mechanics of damage-dealing that could take many months to develop otherwise. The content is based on math rather than experience, to ensure that the information is as objective and unbiased as possible, and that the reader can verify everything that is written here independently.


=Governing Equation=
=Governing Equation=