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Naara elein (talk | contribs) m →Governing Equation: added an explanation on what x^a is for those who don't know, to make the math less scary |
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==Random damage distribution== | ==Random damage distribution== | ||
At the heart of a turret's 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 | At the heart of a turret's 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 then to determine how much damage the hit actually did. Should the randomly generated number be less than 0.01 (1% chance), it will be a perfect hit (aka 'wrecking'). A wrecking hit always deals 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 can hit, but by 1% of all hits and misses taken together. This means that if your chance to hit is 1% or below, you can only get perfect hits and misses. Almost all shots will miss 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 turret's 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 target's 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 turret's 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 target's damage resistances in order to obtain the final damage number. | ||
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'''Example:''' | '''Example:''' | ||
A turret fires on target. The chance to hit is 0.8981. The EVE server rolls a random number between 0 and 1, and gets 0.6573 -- this is less than the chance to hit so the shot lands on the target. At this point 0.49 is added to the random number which then becomes 1.1473. The turret had a damage multiplier of x2.1 and the ammo does 4 EM and 2 Thermal, so the base damage is 2.1 multiplied with 6 (4+2), which is 12.6. After multiplying this with the random number we get the raw damage, which is 1.1473 x 12.6 = 14.456. In this damage the raw EM part is 1.1473 x 2.1 x 4 = 9.6373 and the raw Thermal part is 4.8187. Assuming the target's shield was hit, and that only the normal 20% resistance to Thermal is in effect, the final damage then becomes 9.6373 + (4.8187* | A turret fires on target. The chance to hit is 0.8981. The EVE server rolls a random number between 0 and 1, and gets 0.6573 -- this is less than the chance to hit so the shot lands on the target. At this point 0.49 is added to the random number which then becomes 1.1473. The turret had a damage multiplier of x2.1 and the ammo does 4 EM and 2 Thermal, so the base damage is 2.1 multiplied with 6 (4+2), which is 12.6. After multiplying this with the random number we get the raw damage, which is 1.1473 x 12.6 = 14.456. In this damage the raw EM part is 1.1473 x 2.1 x 4 = 9.6373 and the raw Thermal part is 4.8187 (half of EM). Assuming the target's shield was hit, and that only the normal 20% resistance to Thermal is in effect, the final damage then becomes 9.6373 + (4.8187*(100%-20%)) = 13.492 points. In the combat log the hit will be described as 'well aimed' and be rounded off to one decimal place. | ||
==Damage and DPS reduction due to a decreased hit chance== | ==Damage and DPS reduction due to a decreased hit chance== | ||