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Turret damage: Difference between revisions

From EVE University Wiki
Failed with getting a picture to show for a bit, but got it to work now, the fileextension is apparently case sensitve.
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What about tracking?  Well, if traversal speed = 0, the tracking term evaluates to zero.  So getting your target to come straight at you is super if you can do it.  If he won't do that, the best way to minimize this term is some combination of: keep the target at '''longer''' range, lower the traversal speed, increase your turret's tracking speed, and/or increase the target's signature radius.  That's range, webs, tracking computers, and target painters, in concrete terms.  You can also choose 'keep at range' on a target to minimize the traversal -- though bear in mind that your target will be able to hit you more easily, too.  Note that as range gets smaller, approaching 0, the tracking term inflates toward infinity if there's any traversal speed at all -- so your chance to hit plummets toward zero.   
What about tracking?  Well, if traversal speed = 0, the tracking term evaluates to zero.  So getting your target to come straight at you is super if you can do it.  If he won't do that, the best way to minimize this term is some combination of: keep the target at '''longer''' range, lower the traversal speed, increase your turret's tracking speed, and/or increase the target's signature radius.  That's range, webs, tracking computers, and target painters, in concrete terms.  You can also choose 'keep at range' on a target to minimize the traversal -- though bear in mind that your target will be able to hit you more easily, too.  Note that as range gets smaller, approaching 0, the tracking term inflates toward infinity if there's any traversal speed at all -- so your chance to hit plummets toward zero.   


=Random damage variation=
=Turret damage values=
At the very core of turret damage dealing is a single randomly generated value between 0 and 1 that is several digits long, something like 0.317226. This random number is used both to determine if the turret hits the target and also to determine how much damage the hit did. Should the randomly generated number be less than 0.01 (1% chance), it will be a wrecking hit which always deal exactly three times the normal average damage. So in those cases where the chance to hit is 1% or less, all hits on the target will be perfect and do tripple damage.  
At the very core of turret damage dealing is a single randomly generated value between 0 and 1 that is several digits long, something like 0.317226. This random number is used both to determine if the turret hits the target and also to determine how much damage the hit did. Should the randomly generated number be less than 0.01 (1% chance), it will be a wrecking hit which always deal exactly three times the normal average damage. So in those cases where the chance to hit is 1% or less, all hits on the target will be perfect and do tripple damage.  


The raw damage dealt is calculated by taking the randomly generated number that resulted in a hit, adding 0.49, and multiplying this sum with the turrets average damage. Since the first 0.01% of the roll is used for perfect hits, the rolls that hit normally are those between 0.01 and 1. So if the chance to hit was 100%, this means that the normal damage will be between 50% (0.01+0.49) and 149% (1+0.49) of the average damage, or in the case of a perfect hit always exactly 300% of the average damage. This number will then be reduced accordingly by the targets damage resistances in order to obtain the final damage number. The turrets average damage can be calculated by multiplying the turrets damage multiplier and the sum of the damage types from the ammo.
The raw damage dealt is calculated by taking the randomly generated number that resulted in a hit, adding 0.49, and multiplying this sum with the turrets average damage. Since the first 0.01% of the roll is used for perfect hits, the rolls that hit normally are those between 0.01 and 1. So if the chance to hit was 100%, this means that the normal damage will be between 50% (0.01+0.49) and 149% (1+0.49) of the average damage, or in the case of a perfect hit always exactly 300% of the average damage. This number will then be reduced accordingly by the targets damage resistances in order to obtain the final damage number. The turrets average damage is a fixed number and can be calculated by multiplying the turrets damage multiplier and the sum of the damage types from the ammo.
 
*'''Damage generation'''
**Calculating variables
***Turret Average Damage = Turret Damage Multiplier * Sum of Ammo Damages
***Hit Chance = ((calculated by the big equation at the top of this page))
***X = Random (0 to 1)
**Calculating raw damage
***If (X < 0.01) Then RAW DAMAGE = 3 * Turret Average Damage ''(these are called wrecking or perfect hits)''
***Else If (X < Hit Chance) Then RAW DAMAGE = (X + 0.49) * Turret Average Damage ''(these are normal hits)''
***Else RAW DAMAGE = 0 ''(this is a miss)''
**Calculating damage after resistance
***Final EM Damage = Ammo EM damage * (100% - Target EM Resistance)
***Final Thermal Damage = Ammo Thermal damage * (100% - Target Thermal Resistance)
***Final Kinetic Damage = Ammo Kinetic damage * (100% - Target Kinetic Resistance)
***Final Explosive Damage = Ammo Explosive damage * (100% - Target Explosive Resistance)
***DAMAGE = RAW DAMAGE * (Sum of Final Damages) / (Sum of Ammo Damages)


The quality of the hit as seen in the log will be described by the value of the random number. In the list below, 0.49 is added to the random number to show more clearly which number it is that the turrets average damage is multiplied with for each description.
The quality of the hit as seen in the log will be described by the value of the random number. In the list below, 0.49 is added to the random number to show more clearly which number it is that the turrets average damage is multiplied with for each description.
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*Relative DPS: if(HitChance>0.01 then (HitChance-0.01)*((0.50)+(HitChance+0.49))/2+0.01*3 else HitChance*3)
*Relative DPS: if(HitChance>0.01 then (HitChance-0.01)*((0.50)+(HitChance+0.49))/2+0.01*3 else HitChance*3)
*Reduction in DPS: (RelativeDPSat100%hit/RelativeDPScurrent)*100%-100%
*Reduction in DPS: (RelativeDPSat100%hit/RelativeDPScurrent)*100%-100%


=Answers to some questions=
=Answers to some questions=