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'''Note: The entire expression contained within the outermost set of parentheses is an exponent.''' | '''Note: The entire expression contained within the outermost set of parentheses is an exponent.''' | ||
:<math> \displaystyle \text{Chance to hit} = 0.5^{\ | :<math> \displaystyle \text{Chance to hit} = 0.5^{\displaystyle \left( \left( \frac{\text{Angular} \times 40,000 \text{ m}}{\text{Tracking} \times \text{Signature}} \right)^2 + \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2\right)} </math> | ||
''Angular'' is the [[Angular Velocity|angular velocity]] (movement between the attacker and the target expressed as an angle in radians per second). | ''Angular'' is the [[Angular Velocity|angular velocity]] (movement between the attacker and the target expressed as an angle in radians per second). | ||
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The damage that a turret deals will be randomly spread around a fixed value called base damage. The base damage is calculated from the turret's Damage Multiplier attribute, the ammo's damage values, hull modifiers and skills. The base damage is the so called "paper damage" that is shown in all info windows. "Paper DPS" is simply "paper damage" divided by rate of fire. | The damage that a turret deals will be randomly spread around a fixed value called base damage. The base damage is calculated from the turret's Damage Multiplier attribute, the ammo's damage values, hull modifiers and skills. The base damage is the so called "paper damage" that is shown in all info windows. "Paper DPS" is simply "paper damage" divided by rate of fire. | ||
But the surprising part of the damage mechanic is that the damage calculations are linked to hit chance calculations. At the heart of each turret's damage output is a single randomly generated value between 0 and 1 that is several digits long. This random number is used to determine '''both''' if the turret hits and how much damage it does. Unfortunately, the misses are those random numbers that would have caused the most damage. If the random number is less than 0.01 (1% chance) a special case occurs, a perfect hit (or "Wrecking shot"). These will always deal exactly 300% of the base damage. A funny result of this is that when the hit chance is 1% or less, only misses and perfect hits can occur. | But the surprising part of the damage mechanic is that the damage calculations are linked to hit chance calculations. At the heart of each turret's damage output is a single randomly generated value between 0 and 1 that is several digits long. This random number is used to determine '''both''' if the turret hits and how much damage it does. Unfortunately, the misses are those random numbers that would have caused the most damage. If the random number is less than 0.01 (1% chance) a special case occurs, a perfect hit (or "Wrecking shot"). These will always deal exactly 300% of the base damage, completely ignoring normal tracking rules and signature radius. A funny result of this is that when the hit chance is 1% or less, only misses and perfect hits can occur. | ||
The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 149% with extra spike at 300% damage. | The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 149% with extra spike at 300% damage. | ||
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# This should make you spiral around them, moving ever closer until you can orbit (hopefully safely). | # This should make you spiral around them, moving ever closer until you can orbit (hopefully safely). | ||
# There is no six. (It burned straight towards the enemy with its MWD on and was one-shotted.) | # There is no six. (It burned straight towards the enemy with its MWD on and was one-shotted.) | ||
# It might be a good idea to practice this on large NPC belt | # It might be a good idea to practice this on large NPC [[belt rat]]s before trying it in PvP combat. | ||
Similarly it's good not to just burn straight away from a larger enemy if you're trying to escape, though by that point in a battle you may find you're too busy to take account of your relationship to enemy tracking. To do this spiral out: | Similarly it's good not to just burn straight away from a larger enemy if you're trying to escape, though by that point in a battle you may find you're too busy to take account of your relationship to enemy tracking. To do this spiral out: | ||