Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Turret mechanics: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
text math into <math>
Telinchei (talk | contribs)
I really mangled the synthesis of the previous sections when I added the intro. This should make it clearer what the exponential is and what the conventions for a hit are, in-line with previously written info prior to may 2019.
Line 6: Line 6:


== 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. In the following sections, these two numbers and their equations will be explored in greater detail.
The ''hit chance'' is an exponent expression that gives an accuracy percentage based on two terms, tracking and range: the closer the terms of the exponent are to zero, the better the chance of a hit, because when plugged back in to the exponent, anything raised to zero instead becomes 1.00 or 100%. This exponent and the two terms are fixed by the physical ships involved. The value of this expression sets a threshold for the following step.
 
Secondly, the game generates a random number of some precision between 0 and 1. This number is used in both of the following equations, '''hit math''' and '''base-damage coefficient'''. The random value is used twice: it has to be ''under'' the threshold established by the hit chance expression in order to hit, but high enough to cause good damage.  
 
The ''base damage coefficient'' is the random number added to 0.49, and serves to adjust 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=
Line 167: Line 171:
===Average damage===
===Average damage===


As was mentioned earlier, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. At optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect 40%, not 50%, of your theoretical maximum DPS.
As was mentioned earlier, your chance of dealing good, more damaging hits ('smashing' shots that deal more damage) decreases as your chance to hit decreases. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. At optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect 40%, not 50%, of your theoretical maximum DPS.


A turret with a hit chance of 100% will strike for 50% - 149% of its base damage with every non perfect hit. But when the hit chance is reduced, the upper random damage interval will also be reduced. The average damage is thus reduced in two ways, firstly by having some shots miss completely and deal no damage at all, and secondly by having the maximum random damage go down. The average damage will therefore always be reduced more than the hit chance is.
A turret with a hit chance of 100% will strike for 50% - 149% of its base damage with every non perfect hit. But when the hit chance is reduced, the upper random damage interval will also be reduced. The average damage is thus reduced in two ways, firstly by having some shots miss completely and deal no damage at all, and secondly by having the maximum random damage go down. The average damage will therefore always be reduced more than the hit chance is.