Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

User:Hirmuolio Pine/sandbox: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
No edit summary
Hirmuolio Pine (talk | contribs)
test
 
(311 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Weapon Systems Links}}
{{MissionLinks}} __NOTOC__ {{NPCTableCSS}}


Gunnery has two main mechanics directly tied to it: Hit chance and turret damage. These two are linked together on many levels and having a basic understanding on the mechanics is important for anyone who flies a turret based ship in EVE.
{{Missiondetails
|Level= 4
|Type= Encounter
|Objective= Kill Anire Scarlet
|Faction1= Serpentis
|Faction2= Angel Cartel
|Faction3= Guristas
|Faction4= Blood Raiders
|DamageToDeal=
|DamageToResist=
|WebPoint= Elite frigates (last pocket)
|EWAR= ECM (Guristas), dampening (Serpentis), Target painting (Angel)
|ShipSizeLimit=
|ShipSuggestion= Battleship (clear), T2/T3/faction cruiser (blitz)
|Rewards=
|Extra=
}}
{{MissionBriefing
|<Pilot>, it's good to see you. I have something a little outside of the ordinary that needs taking care of. A personal business opportunity for the both of us, I guess you could say.  


=Hit chance=
Have you ever heard of Anire Scarlet? Well, she's practically an urban legend among the local pirates. It seems any outlaw with a clone bay and rhetorical skills can amass a following these days. The sorts of degenerates that hang around this area are easily impressed too. It seems Anire has built quite a posse, but then, that could just be another one of the myths about her.
[[File:QST_turret_range.gif‎|frame|right|alt=range animation showing falloff|<center>Range, falloff and chance to hit</center>]]


The basic question of shooting a turret is wether you will hit or not. In Eve, hitting with a turret is not quite a simple question of being either in range or out of range. Instead it depends on the concepts of optimal range, falloff and tracking. You can find figures for both of these if look at your fitted turret info.
As for where you come in: all this attention has earned her a CONCORD bounty. I'd very much like to claim that ISK, <Pilot>, with your help. I've hired an undercover surveillance team to locate her, and they've had some luck turning up a lead. If you're able to follow it up and take her out then we can split the bounty money equally. The surveillance team found her flagship vessel, The Crimson Dawn. She is sure to be either inside it, or very close by. If you think yourself capable of eliminating her, then I'll trade you the coordinates.  


Due to how the hit chance is calculated the range and tracking do not effect each other and can be considered separately.
What do you say? Do we have a deal?
}}


==range==


Every turret has two range parameters called "Optimal Range" and "Accuracy Falloff".
Every pocket in this mission has ships from one randomly selected faction. Your fit should be able to fight with all of them. You can bring an extra ''Gate Key'' to skip warpin area or to give to fleet members.


A gun's optimal rangeis the range within which distance has no effect on hit chance. In other words in optimal range the distances can be completely ignored and only tracking has any effect on hitting.
The mission pockets are [[Deadspace|semi deadspace]]. This means that you can warp within a pocket grid but any warps from outside the pocket will land on the warpin area.


Accuracy falloff begins at the end of optimal range. Falloff measures how quickly the chance to hit decreases as the target distance grows ''beyond'' optimal range. At a gun's optimal range ''plus'' its falloff, the chance to hit is reduced to 50%. At a gun's optimal range plus ''twice'' the falloff range, the chance to hit is reduced to only 1/16. Since other factors can reduce this hit chance even further, at excessive ranges it is often not worth it at all to fire turrets, unless you're trying to draw aggression from a rat (which can be done at maximum targeting range).
'''Blitz:'''
* Bring your own gate key and skip first room.
* Rush to acceleration gates and make your way to last room. All gates are open.
* Kill Scarlet and return to agent.


So, for example, you're firing a gun which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you (zero transversal), starting at only 1km range. You will (if nothing else intervenes) always hit a target that is less than 20km (your optimal range) from you; your chance to hit will gradually decrease as your target moves between 20km and 26km (your optimal + falloff) from you, reaching 50% at 26km. By 32km (optimal + twice your falloff) your chance to hit will be down to 6.25% and decreasing.
=== Warp-in ===
{{MessageBox|Anire Scarlet
|Well, well. You're the one who's given my boys some trouble, I see. Don't worry, I'll make this as fast and painless as possible. Anire Scarlet is nothing if not merciful.
|collapsed= no}}
The gate deeper into the mission requires one ''Gate Key''. The key is dropped by last battleship. The key is not consumed on use so you can keep it and skip fighting at warpin next time you get this mission.


The penalty for exceeding the optimal range by a small amount is reasonably low; the chance to hit a target at 33% of the falloff range in excess of the optimal range is still above 90%. Minmatar ships especially have signifigant falloff ranges allowing them to fight effectively beyond their optimal range. However, as the distance increases, the chance to hit decreases faster and faster.
you can warp in at distance to snipe.


When using turrets that fight inside falloff ranges it can be useful to know that being at optimal+(falloff / 2) results in -20% average damage and being at optimal+falloff results in -60% average damage (note: average damage falls faster than hit chance due to how the random damage interval is calculated, see below).  
At first some merchants are on the gate. The hostiles arrive soon. The hostiles are either Serpentis ships or Angel ships.


Falloff and optimal ranges are visible in the turrets info window. They are further modified by skills, ammo, modules, hull bonuses and incoming tracking disruptors. Target distance is visible on the overview.  
{{NPCTableHead|Initial defenders (Angel)}}
{{NPCTableRow|Cruiser|4|Gistum Liquidator/Marauder}}
{{NPCTableRow|Battleship|5|Gist Malakim/Nephilim/Warlord|ewar= TP|cargo= Last one drops the gate key.}}
|}


==Tracking==
{{NPCTableHead|Initial defenders (Serpentis)}}
{{NPCTableRow|Elite Cruiser|2|Corelum Chief Safeguard|ewar= Damp}}
{{NPCTableRow|Battlecruiser|3|Corelatis Squad Leader}}
{{NPCTableRow|Battleship|4|Core Admiral/High Admiral|cargo= Last one drops the gate key.}}
|}


Tracking tells how well turrets hit a moving target. If the target is stationary relative to the shooter tracking is ignored and only range effects hit chance. If the target is both inside optimal range and stationary the turrets have 100% chance to hit. As a result against stationary target the turret tracking is irrelevant and even the largest turrets can hit the smallest targets if the target is foolish enough to sit still.
=== 1st pocket ===
You will see Anire Scarlet when you warp in but she warps to next pocket before you have time to engage.


This is why it ''is'' possible for a rack of battleship guns to hit a frigate for (as they say) massive damage despite the frigate's very small signature: if the frigate sits still, or burns straight towards or away from the battleship, or is at a long enough range that despite its speed it doesn't have much angular velocity from the battleship's point of view, it is toast.
This room contains either Guristas ships or Blood Raider ships.


Against moving targets the tracking is more complicated concept than range due to larger number of variables, less intuitive variables, the player not seeing all the variables and chaotically changing variables. Tracking depends on three variables: "Turret Tracking", angular velocity and target signature radius.  
Gate to next room is not locked so you can skip combat. The gate is 29 km away.


The concept of turret tracking value is simple: The smaller a turret is, the faster its tracking speed will be: small autocannon, for example, track faster than medium autocannon. Short-ranged varieties of turret have better tracking than their long-ranged counterparts -- so, for example, medium pulse lasers track faster than medium beam lasers and large blasters track faster than large railguns.  
{{NPCTableHead|Initial defenders (Guristas)}}
{{NPCTableRow|Battlecruiser|3-5|Pithatis Enforcer/...}}
{{NPCTableRow|Battleship|4|Pith Exterminator/Eliminator|ewar= ECM}}
|}


[[Image:Angular velocity.png|right|256 px|thumb|Angular velocity of ship depends on ship velocity, target velocity and distance.]]
{{NPCTableHead|Initial defenders (Blood Raider)}}
Angular velocity depends on the ratio of transversal velocity and range (it's to do with the geometry of circles and radii) -- but it's easier to think about angular velocity since measurements of it in radians per second relate easily to the figures for gun tracking speed.
{{NPCTableRow|Cruiser|4|Corpum Arch Priest/...}}
{{NPCTableRow|Battleship|4|Corpus Cardinal/Monsignor}}
|}


In chance-to-hit calculations, your guns' tracking speed is compared against your target's angular velocity and signature radius. Angular velocity is a geometric concept to do with radii of circles, but it can be hard to visualise. One way to think about it is to imagine that your screen's point of view in Eve is looking out above the barrels of your turret as it looks at your target -- a turret's-eye-view, so to speak. If your target was moving quickly across your turret's point-of-view, it would have a high angular velocity, and if it was moving slowly across your turret's point-of-view it would have a low angular velocity.
=== 2nd pocket ===
You can see Anire again when you warp in. This time you will have enough time to get one or two shots at her. If you have enough DPS you can kill her here and complete the mission prematurely. If you manage to kill her here you will be able to loot an +3 charisma implant from her wreck. Anire Scarlet is most vulnerable to EM/Thermal damage; it is advisable to preload EMP ammo or Mjolnir missiles before warping into the pocket.


The ratio of your target's angular velocity to your guns' tracking speed is what's important. If their angular velocity is high, the ratio will be high, and you're very unlikely to hit them.
This room contains initially either Serpentis ships or Serpentis and Guristas ships. Regardless of which are present first more Guristas battleships will spawn as reinforcement.
The speed at which a target moves across a turret's field of view doesn't depend only on the target's real velocity. The direction the target's moving in relative to the ship firing at it matters too: a ship that burns straight towards you could be quite easy to hit, regardless of its speed, because it's not moving very fast across your turrets' point-of-view. Range also affects angular velocity: a target orbiting you at 400m/s at a range of 7,000m has a much higher angular velocity than a target orbiting you at 400m/s at a range of 30km.


Lastly the target signature radius. Every ship in Eve has a [[signature radius]] (you can find a figure for yours on the fitting screen). Signature radius represents, roughly speaking, a ship's footprint on everyone else's sensors. This can be tought as multiplier that is applied to the ratio of angular velocity and turret tracking.  
The gate to next room is again unlocked. The gate is 19 km away.


Signature radius depends mostly on hull but many shield modules will increase it. The signature radius of ship sizes are roughly: 
{{NPCTableHead|Initial defenders (Guristas battleship)}}
* Frigate 30-50 m
{{NPCTableRow|Destroyer|3|Corelior Artillery/Cannoneer}}
* Destroyer 60-70 m
{{NPCTableRow|Battleship|4|Pith Conquistador/Massacrer}}
* Cruiser 100-180 m
|}
* Battlecruioser 270-340 m
* Battleship 300-500 m


Due to how nice ratios are doubling tracking, doubling target signature radius and halving angular velocity all have exactly same effect on hit chance. This makes it very easy to hit large targets at high speeds and also makes webs and manual piloting very effective at manipulating hit chance as seen in sections below.
{{NPCTableHead|Initial defenders (Serpentis battleships)}}
{{NPCTableRow|Cruiser|3-5|Pithum Silencer}}
{{NPCTableRow|Battleship|6|Core Port Admiral/ Rear Admiral}}
|}


Since the tracking depends on all three: target signature radius, turrent tracking and angular velocity it can be hard to intuitively see when it is possible to hit. For example medium autocannon with 50 tracking shooting a cruiser with 150 m signature radius with angular velocity of 0.073 rad/s has 90% chance to hit. In same situation but when shooting at frigate with 50 m signatus the hit chance is only 39%.
{{NPCTableHead|Spawn (Serpentis)}}
{{NPCTableRow|Battleship|3|Core Flotilla/Vice Admiral|ewar= Damp}}
|}


It is often best to use [[Third-party tools|a Third-party tools]] to see how well your guns track moving targets. Bot he EFT and PYFA are able to draw damage application figures on moving targets.
{{NPCTableHead|Spawn (Guristas)}}
{{NPCTableRow|Battleship|4|Pith Eliminator/Extinguisher|ewar= ECM}}
|}


==Math==
=== 3rd pocket ===
Last pocket. This time Anire Scarlet has nowhere to run to so you can finish her.


A turret's chance to hit a target is calculated using the equation below. It will produce a result between 0 and 1, representing a probability between 0% and 100%. This value is then compared to a random number to see if the turret hits or misses.
The initial defenders are from a random faction. The spawn's faction is based on the initial defender's faction, if Guristas, then the spawn will be Blood Raider, if Angels then Serpentis.<br>Anire Scarlet deals quite high damage for a battlecruiser.


<math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math>


Note: Scarlet's Station does not drop loot.


''V<sub>angular</sub>'' is angular velocity (movement between the attacker and the target expressed as an angle (in radians) per second)
{{NPCTableHead|Initial defenders}}
{{NPCTableRow|Battlecruiser|1|Anire Scarlet|trigger= Mission objective|cargo= Chance of dropping +3 charisma implant}}
{{NPCTableRow|Sentry|1|Angel Heavy Missile Battery}}
{{NPCTableRow|Sentry|1|Blood Heavy Missile Battery}}
{{NPCTableRow|Sentry|1|Guristas Cruise Missile Battery}}
{{NPCTableRow|Sentry|1|Serpentis Cruise Missile Battery}}
|}


''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
{{NPCTableHead|Initial defenders (Angel and Blood Raider)}}
{{NPCTableRow|Elite Frigate|2|Arch Gistii Rogue/Hijacker|ewar= Web|point= yes}}
{{NPCTableRow|Elite Cruiser|4|Arch Gistum Breaker/...}}
{{NPCTableRow|Battlecruiser|3|Gistatis Primus/Tribuni}}
{{NPCTableRow|Battlecruiser|3|Corpatis Bishop}}
{{NPCTableRow|Battleship|4|Corpus Archon}}
|}


''sig<sub>target</sub>'' is target signature radius (aka target size, a big target is easier to track)
{{NPCTableHead|Initial defenders (Guristas)}}
{{NPCTableRow|Elite Frigate|2|Dire Pithi Imputor|ewar= Web|point= yes}}
{{NPCTableRow|Elite Cruiser|3|Dire Pithum Abolisher/...|ewar= ECM}}
{{NPCTableRow|Battlecruiser|4|Pithatis Enforcer/Executor}}
{{NPCTableSeparator|Group 2 (100 km)}}
{{NPCTableRow|Battlecruiser|4|Corpatis Bishop/Seer}}
{{NPCTableRow|Battleship|4|Corpus Archon/Prophet}}
|}


''Distance'' is the range in meters
{{NPCTableHead|Initial defenders (Serpentis variant 1)}}
{{NPCTableRow|Battlecruiser|4|Corelatis Squad Leader/Wing Leader}}
{{NPCTableRow|Battleship|4|Core Baron/Commodore}}
|}


''opt<sub>turret</sub>'' is optimal range of turret
{{NPCTableHead|Reinforcements}}
{{NPCTableRow|Battleship|4|Corpus Oracle/Apostle }}
|}


''fall<sub>turret</sub>'' is falloff range of turret
{{NPCTableHead|Initial defenders (Serpentis variant 2)}}
{{NPCTableRow|Battleship|4|Core Port Admiral/Rear Admiral}}
|}


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.
{{NPCTableHead|Reinforcements (100 km)}}
{{NPCTableRow|Battleship|5|Corpus Cardinal/Patriarch}}
|}


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.
{{NPCTableHead|Initial defenders (Serpentis variant 3)}}
{{NPCTableRow|Battleship|5|Core Grand Admiral/High Admiral}}
|}


'''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.


=Damage=


As was mentioned in this page's introduction, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases in falloff. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. At optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect something like 40%, not 50%, of your theoretical maximum DPS.


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


=Skills=
[[Category:Security missions]]
 
=Practical applications=
 
=References=
 
http://forum.eveuniversity.org/viewtopic.php?p=201888#201888
 
http://forum.eveuniversity.org/viewtopic.php?p=216525#p216525
 
http://www.hostile.dk/files/eve/eve-tracking101.swf
 
https://www.reddit.com/r/Eve/comments/5h24bk/turrets_listed_signature_resolution_is_40km/