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Turret damage: Difference between revisions

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==The To-Hit-Equation==
==The To-Hit-Equation==
This equation is used every single time someone fires a turret weapon in the game. The purpose of it is to determine the odds the turret has to hit its target. The value will always be between 0 and 1, or 0% and 100% if you will. The computer then generates a random number to see if a hit is scored or not.  
This equation is used every single time someone fires a turret weapon in the game. The purpose of it is to determine the odds the turret has to hit its target. The value will always be between 0 and 1, or 0% and 100% if you will. The computer then generates a random number to see if a hit is scored or not.  
<math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{\text{Transversal Speed}}{\text{Range to Target} \times \text{Turret Accuracy Score}} \times {\frac{40000m}{\text{Target Signature Radius}}}}\right)^{2} + \left({\frac{max(0, \text{Distance} - \text{Optimal Range})}{\text{Falloff}}}\right)^{2}}\right)}}</math>
<math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{acc_{turret} \times sig_{target}}}\right)^{2} + \left({\frac{max(0, \Delta_{distance} - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math>
...where:
...where:
* Transversal speed&nbsp;= Movement up/down/left/right relative to an object, but not towards or away from it (that thing is called radial speed). Measured in meters per second.
* <math>v_{angular}</math> : Angular velocity of target. Simply put, how many circles the target can run around you per <math>\frac{1}{2\times\pi}</math> seconds.
* Distance&nbsp;= The range to the target. Measured in meters.
* <math>acc_{turret}</math> : "Turret accuracy score" found on the attributes tab of a turret.
* Turret accuracy score&nbsp;= Found on the attributes tab of a turret.
* <math>sig_{target} : Target signature radius. The size of the target, or more precisely the radius of an imagined circle that represents the target's sensor footprint. Measured in meters.
* Target signature radius&nbsp;= The size of the target, or more precisely the radius of an imagined circle that represents the target's sensor footprint. Measured in meters.
* max(0, ''x'')&nbsp;= a math function that takes the highest value of zero or ''x''. It is used to prevent negative values in this case; any negative numbers are replaced with zero instead.  
* max(0, ''x'')&nbsp;= a math function that takes the highest value of zero or ''x''. It is used to prevent negative values in this case; any negative numbers are replaced with zero instead.  
* Turret optimal range&nbsp;= Found on the attributes tab of a turret. Inside this range no range penalties from distance are applied. Measured in meters.
* <math>\Delta_{distance}</math> : Distance between firing ship and target.
* Falloff&nbsp;= Found on the attributes tab of a turret. Represents how rapidly a turret's accuracy declines as the target moves beyond optimal range. Measured in meters.
* <math>opt_{turret}</math> : "Turret optimal range" found on the attributes tab of a turret. Inside this range no range penalties from distance are applied. Measured in meters.
* <math>fall_{turret}</math> : "Falloff" found on the attributes tab of a turret. Represents how rapidly a turret's accuracy declines as the target moves beyond optimal range. Measured in meters.


Now let's look a little closer at the equation itself, there is something to be learned from that.
Now let's look a little closer at the equation itself, there is something to be learned from that.