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Turret damage: Difference between revisions

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==Ammo choice and DPS in falloff==
==Ammo choice and DPS in falloff==
(this part might be removed, not sure if its interesting enough, its also a tricky subject and hard to apply)
''(this part might be removed, not sure of its practical value but maybe someone is interested, the math hasn't been well explained so it can be tricky to both understand and 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 turrets 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 turrets that fight outside optimal ranges, such as Blasters and Autocannons. Its not relevant to guns that has a large optimal compared to its falloff.


Since the hard hitting ammo also have shorter optimal ranges they will be penalized harder as the distance increases. At some point the penalty becomes too big and make a longer range but lower damage ammo better for DPS. It is possible to calculate up to what falloff a hard hitting ammo will better or equal to another ammo type. The tricky part is that both kinds of ammo will end up being in falloff and the damage penalty on each must be considered. So this part is a little tricky and is something to do when inside a station and thinking about what ammo to use. It will require a few calculations, but only multiplication and division, to get numbers that are required to correctly read the graph for this part.  
Since the hard hitting ammo also have shorter optimal ranges they will be penalized harder as the distance increases. At some point the penalty becomes too big and make a longer range but lower damage ammo better for DPS. It is possible to calculate up to what falloff a hard hitting ammo will better or equal to another ammo type. The tricky part is that both kinds of ammo will end up being in falloff and the damage penalty on each must be considered. So this part is a little tricky and is something to do when inside a station and thinking about what ammo to use. It will require a few calculations, but only multiplication and division, to get numbers that are required to correctly read the graph for this part.  
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***This value will be used on the left axis (the Y-axis), follow it until it meets the line you picked from the first calculation. When they meet, go straight down and read the number on the bottom axis (the X-axis). This value is the falloff multiplier where the two ammo types do the same DPS, to the left the harder hitting does more DPS and to the right the softer hitting ammo do more DPS.
***This value will be used on the left axis (the Y-axis), follow it until it meets the line you picked from the first calculation. When they meet, go straight down and read the number on the bottom axis (the X-axis). This value is the falloff multiplier where the two ammo types do the same DPS, to the left the harder hitting does more DPS and to the right the softer hitting ammo do more DPS.


'''Example:''' Lets compare Antimatter Charge S (range -50% and total damage 13) and Plutonium Charge S (Range -37.5% and total damage 11). The gun of choice is a Light Ion Blaster I (optimal 1250m, with Sharpshooter level 2 it becomes 1375m, falloff is 2000m but with Trajectory Analysis level 2 it becomes 2200m). First we calculate to see which of the graphs we need to be looking at, we do that by using the first calculation which becomes: ((-37.5%) - (-50%)) * 1375 / 2200 = 0.125 * 1375 / 2200 = 0.0781. Looks like we are in between two of the lines, lets check both lines just to be sure. The next calculation is to divide the damage numbers with each other, the lower damage divided by the higher, this is 11 / 13 = 0.846, rounded to 0.85. Now pick the value 0.85 on the Y-axis and follow it to the right until we cross either the 0.05 or 0.10 lines. Apparently we only cross the 0.10 line, the 0.05 line doesn't go that far down. At the point where 0.85 meets the 0.10 line, the X-axis reads 0.95 falloff. This would be the point where the plutonium ammo would start to deal more DPS than the antimatter. But since the value from the first calculation was 0.0781 it should be even higher than that. The conclusion is that antimatter will be the best possible ammo for high DPS even when the target is deep into falloff where it is hard to hit, there is no reason to use another ammo type.
'''Example:''' A blaster Brutix is using medium T2 neutron blasters. Several fights have been fought at 5-6 km distance and the pilot wonders what ammo type would be best for DPS at that range (Note: fictive example, the author haven't fought in cruiser blaster boats and doesn't know what ranges are common). The Brutix have no range bonuses, with sharpshooter IV the optimal range becomes 4320m and with Trejectory Analysis the falloff becomes 6000m. Navy antimatter does 27.6 damage and navy plutonium does 25.3 damage in total. First the pilot calculate what line in the graph to look at, ((-37.5%) - (-50%)) * 4320 / 6000 = 0.125 * 4320 / 6000 = 0.09, so the 0.10 line will be the one to look at. Next he calculates the damage ratio between the ammo types, 25.3 / 27.6 = 0.9167, rounded of to 0.92. The pilot looks up 0.92 on the Y-axis and follows it towards the right until it crosses the 0.10 line, which happens at about 0.5 falloff. This would be the falloff value for the hard hitting ammo (navy antimatter) at which point it does the same DPS as the softer hitting ammo (navy plutonium), at shorter falloffs the antimatter does more DPS and at higher falloffs the plutonium does more DPS. The pilot checks what distance corresponds to 0.5 falloff for the navy antimatter ammo, that is (4320 * (100% - 50%) + 6000 * 0.5 = 5160 meters. So above 5100 meter the navy plutonium is actually a bit better. The pilot repeats an identical calculation for navy uranium and see that it does more DPS than navy plutonium over 6000 meter. The pilot decides to go with the navy plutonium.  
 
(Note: The DPS differance in this example turns out to be small, only about 0-2% more DPS for plutonium (up to 6000m), that must be weighted to the 8.5% damage differance that happens inside optimal but also the additonal % differance at longer ranges, it all depends on what kind of ranges that is seen in actual combat).


=Answers to some questions=
=Answers to some questions=