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→Math: rename to hit math to avoid confusion with damage math section below |
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There are basically two things that affect your chance to hit a target with a turret-mounted weapon: range and tracking. This guide explains each factor in turn, and explores some of these factors' practical implications for combat. The second section looks at how the damage is calculated and how hit chance effects damage distribution. having a basic understanding on the mechanics is important for anyone who flies a turret based ship in EVE, or wishes to avoid being hit by 1400mm artillery fire. | There are basically two things that affect your chance to hit a target with a turret-mounted weapon: range and tracking. This guide explains each factor in turn, and explores some of these factors' practical implications for combat. The second section looks at how the damage is calculated and how hit chance effects damage distribution. having a basic understanding on the mechanics is important for anyone who flies a turret based ship in EVE, or wishes to avoid being hit by 1400mm artillery fire. | ||
== 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. | |||
=Hit chance= | =Hit chance= | ||