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Turret mechanics: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
m indent math
Hirmuolio Pine (talk | contribs)
text math into <math>
Line 135: Line 135:
The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 149% with extra spike at 300% damage.
The damage modifier for a normal hit is calculated with the following formula. In 100% hit chance situation this leads to even distribution from 50% to 149% with extra spike at 300% damage.


  Random Damage modifier = Random number[0.01,1] + 0.49
:<math>x = \operatorname{rand}(0, 1)</math>
:<math>\text{Random Damage modifier} = \begin{cases}
  x + 0.49, & \mbox{if } x \geq 0.01 \\
  3, & \mbox{if } x < 0.01
\end{cases}
</math>


The normalized DPS, that takes both hit chance and random damage variation into account, can then be calculated as
The normalized DPS, that takes both hit chance and random damage variation into account, can then be calculated as


  Normalized_DPS = 0.5 * min( hit_chance^2 + 0.98 * hit_chance - 0.0501, hit_chance * 6 )
:<math> \text{Normalized DPS} = 0.5 \times \min( \text{Hit chance}^2 + 0.98 \times \text{Hit chance} - 0.0501,\ 6 \times \text{Hit chance} ) </math>


The combat log will show the quality of a hit as follows
The combat log will show the quality of a hit as follows