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Turret mechanics: Difference between revisions

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== Synopsis and number generation ==
== Synopsis and number generation ==
First, the game generates a random number of some precision between 0 and 1. This number is used in both of the following equations, '''hit chance''' and '''base damage coefficient'''. The ''hit chance'' is an exponent that gives an accuracy percentage based on two terms, tracking and range: the closer these terms are to zero, the better the chance of a hit (any exponent to the power of zero is 1.00, or 100%). The ''base damage coefficient'' is the random number added to 0.49, and serves to boost the "damage caused" number given in the fitting window (which is in turn the ammunition damage scaled by the turret's damage multiplier). This coefficient can vary from 0.50 to 1.49 of "damage caused" or 3.0 in a special case.
First, the game generates a random number of some precision between 0 and 1. This number is used in both of the following equations, '''hit chance''' and '''base damage coefficient'''. The ''hit chance'' is an exponent that gives an accuracy percentage based on two terms, tracking and range: the closer these terms are to zero, the better the chance of a hit (any exponent to the power of zero is 1.00, or 100%). The ''base damage coefficient'' is the random number added to 0.49, and serves to boost the "damage caused" number given in the fitting window (which is in turn the ammunition damage scaled by the turret's damage multiplier). This coefficient can vary from 0.50 to 1.49 of "damage caused" or 3.0 in a special case. In the following sections, these two numbers and their equations will be explored in greater detail.


=Hit chance=
=Hit chance=