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Turret damage: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
Hit chance formula: Added note about old Turret Signature Resolution
Djavin novienta (talk | contribs)
Edited hatnote.
Line 1: Line 1:
{{hatnote|This article describes how damage from turrets is calculated. For general information on turret weapons, see [[Turrets]]. For information on how turrets function mechanically, see [[Turret mechanics]].}}
{{update|"parts into tracking" needs to be replaced with something new}}
{{update|"parts into tracking" needs to be replaced with something new}}
{{cleanup|This article should be restructured as an encyclopedic article; namely, there is no need to split it into "non-technical" and "technical" sections. All related information should be grouped together.}}
{{Weapon Systems Links}}
{{Weapon Systems Links}}
{{hatnote|This article describes how damage from turrets is calculated. For general information on turret weapons, see [[Gunnery]]. For information on missile weapons, see [[Missiles]] and [[Missile damage]].}}
The information here is focused on concepts and game mechanics. The practical use of this lies mostly in the understanding of how falloff and tracking works, and how far you can push them without losing any noticeable performance.
An overview of turrets can be found on [[Turrets]].
==Hit chance==
==Hit chance==
A turret always has a 0–100 percent chance to hit a target. The hit chance is affected by turret tracking, optimal and falloff ranges, target angular velocity, target distance and target signature radius.
A turret always has a 0–100 percent chance to hit a target. The hit chance is affected by turret tracking, optimal and falloff ranges, target angular velocity, target distance and target signature radius.