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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.}}


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 looks into the equations and math behind gunnery. Both to see how it really works and also to see what effect it has on the outgoing DPS (damage per second). There will be plenty of math and graphs, but the text will carefully explain how it works and examples will be used often. Hopefully this will allow the reader to better judge the effects from fighting in falloff and how to determine just how important tracking is against a fast moving ship.


=Governing Equation=
=Governing Equation=
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==Ammo choice and DPS in falloff==
==Ammo choice and DPS in falloff==
(should this part be removed? not sure it has practical value)
(this part might be removed, not sure if its interesting enough, its also a tricky subject and hard to apply)


This part is about finding the highest DPS by picking the right ammo type. The only ones whom this particular part aplies to are those with close range guns that fight outside optimal ranges, such as Blasters and Autocannons. Its not relevant to lasers or anyone who is using Rails or Artillery.
This part is about finding the highest DPS by picking the right ammo type. The only ones whom this particular part aplies to are those with close range guns that fight outside optimal ranges, such as Blasters and Autocannons. Its not relevant to lasers or anyone who is using Rails or Artillery.