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
Synopsis and number generation: Completely rewrote again because it felt awkward to read
Telinchei (talk | contribs)
Synopsis and number generation: thanks a ton, that really helped clear out the cruft! I've added back the more important details but it's definitely simpler and easier to read now.
Line 6: Line 6:


== Synopsis and number generation ==
== Synopsis and number generation ==
''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.
''Hit Chance'' is an exponent expression that gives an accuracy percentage based on two terms: tracking and range. These two terms, and thus the hit chance value, are determined by the two ships involved and their movement relative to each other. The more the target fits within the right range and tracking parameters of the gun, the higher the hit chance is up to 1.00 probability (100%).


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.
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. This random number is used twice:


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.
*First, in order for a shot to hit, by convention the random number must be ''below'' the calculated hit chance value.
*Second, the random number is added to 0.49 to convert it to a multiplier between 0.5 and 1.5. Every turret shot (which hits) will deal between 50% and 149% (with one exception) of the damage listed in the fitting window. The damage of one shot (as shown in the fitting window) is calculated by multiplying the ammunition's base damage by the turret's Damage Multiplier attribute.
 
As can be seen, the lower the random number, the easier it is to hit - because the hit chance will always be above a low random number. However, when the random number is added to 0.49 it will end up in a low damage multiplier, so the shot will deal less damage when it does hit. The following sectiona go into more details about where these numbers come from and other implications of this system.


=Hit chance=
=Hit chance=