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Naara elein (talk | contribs) m added explaination of the terms in the equation, corrected spelling and rewrote a few unclear things |
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=Turret damage output= | =Turret damage output= | ||
==Base damage== | |||
A turrets base damage is a fixed number that is calculated by multiplying the turrets damage multiplier (make sure its fitted and that you are in the ship before looking up the value to get all bonuses included) and the sum of the damage types from the loaded ammo type. The targets resistance values are not taken into consideration. The base damage is a tad below the average damage (like 1.5% lower) when there is a 100% hit chance, the reason for this are the perfect hits. | |||
'''Example:''' A turret has a damage multiplier of x1.725 and is loaded with an ammo type that does 7 EM and 5 Thermal damage. The base damage is then 1.725*(7+5) = 20.7 | |||
==Random damage distribution== | ==Random damage distribution== | ||
At the heart of a turrets damage output is a single randomly generated value between 0 and 1 that is several digits long, something like 0.317226. This random number is used both to determine if the turret hits the target and also to determine how much damage the hit actually does. Should the randomly generated number be less than 0.01 (1% chance), it will be a perfect hit (aka wrecking), this kind of hit always deal exactly three times the base damage. The thing about perfect hits is that they always occur as long as that random number was lower than 0.01 and at the same time lower than the hit chance. So perfect hits are not scored by 1% of the shots that hits, its scored 1% of all hits and misses taken together. This means that if your chance to hit is 1% or below, you can only do perfect hits. Most shots will be misses of course, but those that do hit, they will be perfect. | At the heart of a turrets damage output is a single randomly generated value between 0 and 1 that is several digits long, something like 0.317226. This random number is used both to determine if the turret hits the target and also to determine how much damage the hit actually does. Should the randomly generated number be less than 0.01 (1% chance), it will be a perfect hit (aka wrecking), this kind of hit always deal exactly three times the base damage. The thing about perfect hits is that they always occur as long as that random number was lower than 0.01 and at the same time lower than the hit chance. So perfect hits are not scored by 1% of the shots that hits, its scored 1% of all hits and misses taken together. This means that if your chance to hit is 1% or below, you can only do perfect hits. Most shots will be misses of course, but those that do hit, they will be perfect. | ||
The raw damage dealt by a turret is calculated by taking the randomly generated number that resulted in a hit, adding 0.49, and multiplying this sum with the turrets base damage. Since the first 0.01% of the random value is used for perfect hits, the random values that hit normally are those between 0.01 and up to 1 at most (1 if the chance to hit is 100%). So if the chance to hit was 100%, this means that the normal damage will be between 50% (0.01+0.49) and 149% (1+0.49) of the base damage, or in the case of perfect hits always exactly 300% of the base damage. This number will then be reduced accordingly by the targets damage resistances in order to obtain the final damage number. | The raw damage dealt by a turret is calculated by taking the randomly generated number that resulted in a hit, adding 0.49, and multiplying this sum with the turrets base damage. Since the first 0.01% of the random value is used for perfect hits, the random values that hit normally are those between 0.01 and up to 1 at most (1 if the chance to hit is 100%). So if the chance to hit was 100%, this means that the normal damage will be between 50% (0.01+0.49) and 149% (1+0.49) of the base damage, or in the case of perfect hits always exactly 300% of the base damage. This number will then be reduced accordingly by the targets damage resistances in order to obtain the final damage number. | ||
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| '''Hit description''' || '''Random damage modifier''' || | | '''Hit description''' || '''Random damage modifier''' || | ||
|- | |- | ||
| Perfectly || 0.490 to 0.500 (special case, 3x the | | Perfectly || 0.490 to 0.500 (special case, 3x the base damage instead) || | ||
|- | |- | ||
| Barely scratches || 0.500 to 0.625 || | | Barely scratches || 0.500 to 0.625 || | ||
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When a turret has less than 100% chance to hit the turrets damage dealing capabilites are reduced in two different ways. The first and obvious one is that it sometimes misses, the other is that the max damage on normal hits (e.g. not perfect ones) are reduced as well. Both of these effects will decrease the DPS output. If you read the previous section, you may remember that the a random number between 0 and 1 is generated to see if a turret hits. If this value is lower than the chance to hit, the turret hits, this number is then used further by adding 0.49, this sum is then multiplied with the turrets base damage to obtain the raw damage done (damage before resistances). What this all means is that targets that are tricky to hit also take less damage since high and juicy rolls now are discarded as misses. This can be seen in the damage log as well, a hard to hit target never recieves excellent or well aimed hits, sometimes barely scratching is the highest (perfect hits still happen). The practical effect is that the DPS decreases more than the chance to hit does. | When a turret has less than 100% chance to hit the turrets damage dealing capabilites are reduced in two different ways. The first and obvious one is that it sometimes misses, the other is that the max damage on normal hits (e.g. not perfect ones) are reduced as well. Both of these effects will decrease the DPS output. If you read the previous section, you may remember that the a random number between 0 and 1 is generated to see if a turret hits. If this value is lower than the chance to hit, the turret hits, this number is then used further by adding 0.49, this sum is then multiplied with the turrets base damage to obtain the raw damage done (damage before resistances). What this all means is that targets that are tricky to hit also take less damage since high and juicy rolls now are discarded as misses. This can be seen in the damage log as well, a hard to hit target never recieves excellent or well aimed hits, sometimes barely scratching is the highest (perfect hits still happen). The practical effect is that the DPS decreases more than the chance to hit does. | ||
'''Example:''' (please note that perfect hits are not considered in this example to make the numbers easier to follow) A turret has 50% chance to hit at optimal+falloff. The highest randomly rolled number that can result in a hit is thus 0.5, higher numbers means a miss. This will shrink the damage interval down to 0.5 to 0.99 for normal hits, which on average is 0.745 ((0.5+0.99)/2). Compare that with a case inside optimal range where the chance to hit is 100%, where the damage interval is 0.5 to 1.49 and the average is 0.995. At optimal+falloff (and ignoring perfect hits) the DPS from normal hits are hence reduced to 50% x 0.745=37.25% of normal. ( | '''Example:''' (please note that perfect hits are not considered in this example to make the numbers easier to follow) A turret has 50% chance to hit at optimal+falloff. The highest randomly rolled number that can result in a hit is thus 0.5, higher numbers means a miss. This will shrink the damage interval down to 0.5 to 0.99 for normal hits, which on average is 0.745 ((0.5+0.99)/2). Compare that with a case inside optimal range where the chance to hit is 100%, where the damage interval is 0.5 to 1.49 and the average is 0.995. At optimal+falloff (and ignoring perfect hits) the DPS from normal hits are hence reduced to 50% x 0.745=37.25% of normal. (When perfect hits are taken into consideration the DPS value becomes 39.5% instead, see table below) | ||
The table below shows how DPS goes down as a target becomes harder to hit. Do note that the reason for the hit chance reduction doesn't matter, be it because of falloff or just tracking issues, the DPS goes down identically. The table can be used to see both how the damage declines as one goes deeper into falloff, and how the damage declines as a result of a lowered hit chance due to tracking reasons. If you wish to combine the effects of tracking and falloff, you can do this by first picking the hit chance from falloff and then the hit chance from tracking, multiply the values to get the combined hit chance, look in the hit chance column until you find a hit chance that is closest to the product you got, and read your relative DPS from that line. | The table below shows how DPS goes down as a target becomes harder to hit. Do note that the reason for the hit chance reduction doesn't matter, be it because of falloff or just tracking issues, the DPS goes down identically. The table can be used to see both how the damage declines as one goes deeper into falloff, and how the damage declines as a result of a lowered hit chance due to tracking reasons. If you wish to combine the effects of tracking and falloff, you can do this by first picking the hit chance from falloff and then the hit chance from tracking, multiply the values to get the combined hit chance, look in the hit chance column until you find a hit chance that is closest to the product you got, and read your relative DPS from that line. | ||
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*Chance to Hit: 0.5^(0+(Falloff parts / 1)^2) | *Chance to Hit: 0.5^(0+(Falloff parts / 1)^2) | ||
*Relative DPS: if(HitChance>0.01 then (HitChance-0.01)*((0.50)+(HitChance+0.49))/2+0.01*3 else HitChance*3) | *Relative DPS: if(HitChance>0.01 then (HitChance-0.01)*((0.50)+(HitChance+0.49))/2+0.01*3 else HitChance*3) | ||
*Reduction in DPS: (RelativeDPSat100%hit | *Reduction in DPS: (RelativeDPSatCurrent/RelativeDPSat100%hit)*100%-100% | ||
=Answers to some questions= | =Answers to some questions= | ||
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==+0.49? It says +0.50 on the EVEonline wiki== | ==+0.49? It says +0.50 on the EVEonline wiki== | ||
Yes it does. But | Yes it does. But a test that were made to ensure the validity of this article says otherwise. The data is too big to present here, so results and the method to collect it will be presented instead. Should you wish to check for yourself feel free to follow this procedure. A frigate was named 'Ouch' and abandoned at a safespot. An Osprey was fitted with lasers (infinite ammo, perfect for afk:ing), a remote shield transfer and shield transfer drones. The guns and the ammo was chosen so that the damage would never go below 10.0 and to give as large of a damage interval as possible, this assures that all data points collected will have 3 accurate digits and that the min and max values after resistances are at the very least 10 units apart. The damage was also only done to the shields, they where never allowed to drop below 25% since a bleed through into armor can happen that can mess with the observed damage. Finally, the ships were positioned within optimal range and the speed set to zero to ensure that the chance to hit is 0.5^0 = 100% and nothing less. After 10,656 shots on the poor frigate, enough data was collected to make some conclusions about how the random damage distribution looks like. The data ends up in the My Documents\EVE\gamelogs on windows, and was easily copied into a prepared Excel sheet for analysis. | ||
*Base damage | *Base damage | ||