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Turret mechanics: Difference between revisions

From EVE University Wiki
Telinchei (talk | contribs)
Hit Math: stating "what hits" to avoid having to double negative with "what doesn't miss"
Synopsis and number generation: Completely rewrote again because it felt awkward to read
Line 6: Line 6:


== Synopsis and number generation ==
== Synopsis and number generation ==
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.  
''Hit Chance'' is an exponent expression that gives an accuracy percentage based on two terms: tracking and range. The closer either term is to zero, the better the chance of a hit (because any number raised to the power of zero becomes 1.00, or, for our purposes, 100%). These two terms, and thus the hit chance value, are determined by the two ships involved and their movement relative to each other.


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.  
When a turret shot is fired, the game generates a random decimal number between 0 and 1. This number is then used in the '''[[#Hit Math|Hit Math]]''' and '''[[#Damage|Damage]]''' equations described below. In order for a shot to hit, the random number must be ''below'' the calculated hit chance. However, the lower the random number, the less damage the shot will deal on a hit.


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.
Every turret shot (which hits) will deal between 50% and 149% (or, very rarely, 300%) of the damage listed in the fitting window. A turret's damage (as shown in the fitting window) is calculated by multiplying the ammunition's base damage by the turret's Damage Multiplier attribute.


=Hit chance=
=Hit chance=