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==Hit chance== | ==Hit chance== | ||
A turret always have a 0-100 percent chance to hit a target. The hit chance start at 100% but factors that reduce the hit chance can lower this. Those factors are basically the range to the target and the | A turret always have a 0-100 percent chance to hit a target. The hit chance start at 100% but factors that reduce the hit chance can lower this. Those factors are basically the range to the target and the target's movement, with a few modifications. When the hit chance has been calculated, the EVE server will "roll a dice" for each turret to see if it hits or misses the target. One thing that needs to be emphasized is that your own piloting can change your hit chance, by actively trying to control the range and the movements relative to your opponents. | ||
==DPS== | ==DPS== | ||
DPS stands for Damage Per Second. This number is calculated from the average damage per hit that you do (if your hit chance is 100%) divided by the | DPS stands for Damage Per Second. This number is calculated from the average damage per hit that you do (if your hit chance is 100%) divided by the turret's rate of fire (ROF). The fitting window in the game will show you your DPS from turrets, drones and missiles respectively. | ||
==Randomness of damage== | ==Randomness of damage== | ||
The damage from turrets always | The damage from turrets always has a random factor in it, this is built into the game and can't be avoided. Under ideal conditions, when your hit chance is 100%, the damage done by your turrets will be inside an interval of 50% to 150% of your average damage (your target's resistance will reduce the damage done too). However, things are different when your hit chance decreases. Not only will you have a chance to miss your target, which means no damage done. But also, the damage interval will change as well. That interval is actually from 50% but only up to (50% + hit chance). So if your hit chance is 70%, not only will you miss a few shots, the shots that do hit are now in the damage interval of 50% to 120%. There are thus two simultaneous factors that reduce your damage when your chance to hit goes down. (This description has two tiny intentional errors in it that were used to help explain this concept more easily: the first error is that the damage interval is spread around what is known as base damage, the second error is that the percent interval only has 99 units, more details can be found in the second part below). | ||
==Perfect hits== | ==Perfect hits== | ||
In the 0-100 percent hit chance interval, there is a 1% chance of doing a perfect hit. It is that first percent unit in the entire interval. Think of it as rolling a 1D100 (a dice with a | In the 0-100 percent hit chance interval, there is a 1% chance of doing a perfect hit. It is that first percent unit in the entire interval. Think of it as rolling a 1D100 (a dice with a one hundred sides), if it lands on a 1, you get a perfect hit regardless of the hit chance. This actually means that if your hit chance is a measly two percent, half of your hits will be perfect. If your hit chance is less than one percent, you must first get that hit, before it can become a perfect one. A perfect hit will always do exactly 300% of your ideal average damage (tiny intentional error, it is 300% of base damage). | ||
==Range== | ==Range== | ||
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==Falloff== | ==Falloff== | ||
Falloff is an extra range that goes beyond your optimal range. This is however not a limit value, like the optimal range is. It is best described as a gradual loss of hit chance, where the given number (plus optimal) represents the distance at which you are down to a 50% hit chance. At two times your falloff value your hit chance is down to 6.25%, even though it is unlikely you can still hit your target at that range, and at three times your falloff range the chance to hit is only 0.2%. | Falloff is an extra range that goes beyond your optimal range. This is, however, not a limit value, like the optimal range is. It is best described as a gradual loss of hit chance, where the given number (plus optimal) represents the distance at which you are down to a 50% hit chance. At two times your falloff value your hit chance is down to 6.25%, even though it is unlikely you can still hit your target at that range, and at three times your falloff range the chance to hit is only 0.2%. | ||
==Tracking== | ==Tracking== | ||
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==Turret Signature Resolution== | ==Turret Signature Resolution== | ||
This value kind of represents the accuracy of the turret. But only kind of, because it will only be important for tracking, it plays no part when it comes to the range. In EVE, every gun can hit the | This value kind of represents the accuracy of the turret. But only kind of, because it will only be important for tracking, it plays no part when it comes to the range. In EVE, every gun can hit the bulls-eye of any target in range regardless of its size as long as it is absolutely still. If the target begins to move, on the other hand, the size suddenly becomes important. All small guns have 40m as their value, all medium guns have 125m and all large guns have 400m. The smaller the better. | ||
==Target Signature Radius== | ==Target Signature Radius== | ||