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→Hit chance formula: Added note about old Turret Signature Resolution |
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Did you see what they have in common? In the tracking term, we now have ''something''/''Turret tracking'', in the range term we have ''something''/''falloff''. In both cases there is a value that is divided by the variable we were interested in. There is an important insight here: tracking and falloff behave identically. Also, they are not fixed limits, they become ratios that describes how quickly you lose hit chance as you start to push range and orbiting speeds. Also, the hit chance loss is gradual. | Did you see what they have in common? In the tracking term, we now have ''something''/''Turret tracking'', in the range term we have ''something''/''falloff''. In both cases there is a value that is divided by the variable we were interested in. There is an important insight here: tracking and falloff behave identically. Also, they are not fixed limits, they become ratios that describes how quickly you lose hit chance as you start to push range and orbiting speeds. Also, the hit chance loss is gradual. | ||
{{expansion past | The "Turret Tracking" attribute in the formula used to be split into "Turret Tracking" and "Turret Signature Resolution". Combining them to single mumber simplified the formula without changing any mechanics. If you need to calculate turret hit chance with "Turret Signature Resolution" (for example using old NPC attribute info) just replace 40000 with "Turret Signature Resolution"}} | |||
==Damage== | ==Damage== | ||