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Turret damage: Difference between revisions

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(this part might be removed, not sure if its interesting enough, its also a tricky subject and hard to apply)
(this part might be removed, not sure if its interesting enough, its also a tricky subject and hard to apply)


This part is about finding the highest DPS by picking the right ammo type. The only ones whom this particular part aplies to are those with close range guns that fight outside optimal ranges, such as Blasters and Autocannons. Its not relevant to lasers or anyone who is using Rails or Artillery.
This part is about finding the highest DPS by picking the right ammo type. The only ones whom this particular part aplies to are those with close range turrets that fight outside optimal ranges, such as Blasters and Autocannons. Its not relevant to Lasers or anyone who is using Rails or Artillery.


Since the hard hitting ammo also have shorter optimal ranges they will be penalized harder as the distance increases. At some point the penalty becomes too big and make a longer range but lower damage ammo better for DPS. It is possible to calculate up to what falloff a hard hitting ammo will better or equal to another ammo type. The tricky part is that both kinds of ammo will end up being in falloff and the damage penalty on each must be considered. So this part is a little tricky and is something to do when inside a station and thinking about what ammo to use. It will require a few calculations, but only multiplication and division, to get numbers that are required to correctly read the graph for this part.  
Since the hard hitting ammo also have shorter optimal ranges they will be penalized harder as the distance increases. At some point the penalty becomes too big and make a longer range but lower damage ammo better for DPS. It is possible to calculate up to what falloff a hard hitting ammo will better or equal to another ammo type. The tricky part is that both kinds of ammo will end up being in falloff and the damage penalty on each must be considered. So this part is a little tricky and is something to do when inside a station and thinking about what ammo to use. It will require a few calculations, but only multiplication and division, to get numbers that are required to correctly read the graph for this part.  
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[[File:TurretAmmoComparisonGraph.JPG|500px|thumb|right|Click to enlarge]]
[[File:TurretAmmoComparisonGraph.JPG|500px|thumb|right|Click to enlarge]]


*Pre calculations
*'''Pre calculations'''
**(Longer ammo range modifier - Shorter range ammo modifier) * Normal unmodified Optimal from gun / Falloff
**Loss of optimal range with hard hitting ammo (measured in parts of its falloff):
***Use this number to pick the correct line, if the number was 0.10 pick the 0.10 line, otherwise pick the closest one. The optimal range is the same one that would be obtained with lead ammo (no range modifier) but with all skills included.
**(Longer ammo % range modifier - Shorter ammo % range modifier) * Normal optimal on the turret / Falloff
***Use this number to pick the correct line to look at in the graph, if this number becomes 0.10 then use the 0.10 line in the graph, otherwise pick the closest one or if you are uncertain the go with the line that has a higher number than your ratio. The optimal range is the same one that would be obtained with standard ammo (no range modifier) but with all skill and ship modifiers included.
**Damage differance between the two ammo types:
**Total damage on longer range ammo / Total damage on shorter range ammo
**Total damage on longer range ammo / Total damage on shorter range ammo
***This value will be used on the left axis (the Y-axis), follow it until it meets the line you picked from the first calculation. When they meet, go straight down and read the number on the bottom axis (the X-axis). This value is the falloff multiplier where the two ammo types do the same DPS, to the left the harder hitting does more DPS and to the right the softer hitting ammo do more DPS.
***This value will be used on the left axis (the Y-axis), follow it until it meets the line you picked from the first calculation. When they meet, go straight down and read the number on the bottom axis (the X-axis). This value is the falloff multiplier where the two ammo types do the same DPS, to the left the harder hitting does more DPS and to the right the softer hitting ammo do more DPS.


Example: Lets compare Antimatter Charge S (range -50% and total damage 13) and Plutonium Charge S (Range -37.5% and total damage 11). The gun of choice is a Light Ion Blaster I (optimal 1250m, with Sharpshooter level 2 it becomes 1375m, falloff is 2000m but with Trajectory Analysis level 2 it becomes 2200m). First we calculate to see which of the graphs we need to be looking at, we do that by using the first calculation which becomes: ((-37.5%) - (-50%)) * 1375 / 2200 = 0.125 * 1375 / 2200 = 0.0781. Looks like we are in between two of the lines, lets check both lines just to be sure. The next calculation is to divide the damage numbers with each other, the lower damage divided by the higher, this is 11 / 13 = 0.846, rounded to 0.85. Now pick the value 0.85 on the Y-axis and follow it to the right until we cross either the 0.05 or 0.10 lines. Apparently we only cross the 0.10 line, the 0.05 line doesn't go that far down. At the point where 0.85 meets the 0.10 line, the X-axis reads 0.95 falloff. This would be the point where the plutonium ammo would start to deal more DPS than the antimatter. Since the value from the first calculation was 0.0781 it should be even higher than that. The conclusion is that antimatter will be the best possible ammo for high DPS even deep into falloff, there is no reason to bring anything else.
'''Example:''' Lets compare Antimatter Charge S (range -50% and total damage 13) and Plutonium Charge S (Range -37.5% and total damage 11). The gun of choice is a Light Ion Blaster I (optimal 1250m, with Sharpshooter level 2 it becomes 1375m, falloff is 2000m but with Trajectory Analysis level 2 it becomes 2200m). First we calculate to see which of the graphs we need to be looking at, we do that by using the first calculation which becomes: ((-37.5%) - (-50%)) * 1375 / 2200 = 0.125 * 1375 / 2200 = 0.0781. Looks like we are in between two of the lines, lets check both lines just to be sure. The next calculation is to divide the damage numbers with each other, the lower damage divided by the higher, this is 11 / 13 = 0.846, rounded to 0.85. Now pick the value 0.85 on the Y-axis and follow it to the right until we cross either the 0.05 or 0.10 lines. Apparently we only cross the 0.10 line, the 0.05 line doesn't go that far down. At the point where 0.85 meets the 0.10 line, the X-axis reads 0.95 falloff. This would be the point where the plutonium ammo would start to deal more DPS than the antimatter. But since the value from the first calculation was 0.0781 it should be even higher than that. The conclusion is that antimatter will be the best possible ammo for high DPS even when the target is deep into falloff where it is hard to hit, there is no reason to use another ammo type.


=Answers to some questions=
=Answers to some questions=