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Turret damage: Difference between revisions

From EVE University Wiki
Major change. Rewritten some explanations, added tracking and removed ammo comparisons
m Additional polish
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=Introduction=
=Introduction=
This article looks at the To-Hit-Equation. But rather than explaining the math behind it, it will focus on the practical results. A lot of attention will be given to Falloff and Tracking, since they are two major components of this equation.
This article investigates the To-Hit-Equation which is the fundament for all turret based weapon damage. Rather than delving deeply into the math, the aim is to give the reader a general understanding of how the equation works, and find a golden limit for how far tracking and falloff can be pushed while still keeping a high DPS. It will also describe how the random damage distribution of turrets works.
Occasionally there will be examples involvning number crunching, these examples are there to clarify certain things, but there is no real need to understand them.
 
Additional information about turrets can also be found on http://wiki.eveuniversity.org/Turrets and tips and tricks for using turrets more effectively is at http://wiki.eveuniversity.org/Gunnery_Guide
 


=Governing Equation=
=Governing Equation=
This is the To-Hit-Equation. Yes, it can look daunting, but you will never have to actually use it. What makes it so interesting is that it determines how turrets will perform in battle. So by understanding how it works, it will be a little easier to hit things.
This is the To-Hit-Equation:


We will begin by looking at the basics, the variables inside the equation, so we see what it is that actually effect the chance to hit. Most of these variables are determined before you undock, by things like what ship you choose and how you have fitted it. There are only two variables that are based on how you actually fly your ship, those two are Transversal speed and Range To Target.
[[File:TurretHitChance1.JPG]]
[[File:TurretHitChance1.JPG]]
If you get a headache by just looking at this, don't worry, you will never have to actually do anything with it. And there will not be a test. It is however important, since it always works behind the scenes whenever someone uses a turret based weapon. But it isn't really the equation itself that is of interest in a fight, it is how it affects the fight. So that is what we will be looking at.
An example of how this is useful, is with autocannons. They have very short optimals and large falloffs, so in practice they always fight in falloff. So the question is, how far can one go into falloff without having any major loss in damage? The equation can tell us this.
But now we have rushed ahead. We should start with the very basics, by looking at the components inside the equation, its variables, so we see what it is that actually effect the chance to hit. Most of these variables are determined before you undock. From your choice of ship, your skill points and your fitting. There are in fact only two variables that are based on how you actually fly your ship in space, those two are Transversal speed and Range To Target. Remember this. How you fly have a direct impact on the damage from turret weapons.
*Transversal speed = Movement up/down/left/right relative to an object, but not towards or away from it (that is called radial speed). Measured in m/s.
*Transversal speed = Movement up/down/left/right relative to an object, but not towards or away from it (that is called radial speed). Measured in m/s.
*Range to target = The range to an object. Measured in meters.
*Range to target = The range to an object. Measured in meters.
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  Chance to hit = 0.5 ^ (tracking term) * 0.5 ^ (range term)
  Chance to hit = 0.5 ^ (tracking term) * 0.5 ^ (range term)


Why is this interesting? From this we can see that tracking and range are actually calculated completely seperately before the results from each are multiplied. This means that Range and Tracking are two separate terms and can not replace eachother. So a lack of range can never be compensated for by an increase in tracking. You may have guessed this already.
Why is this interesting? From this we can see that tracking and range are actually calculated completely seperately before the results from each are multiplied. This means that Range and Tracking are two separate terms and can not replace eachother. Short range can never be made up for with good tracking, and vice versa.




There is one more thing we can find out by just looking at the equation. This is a little tricker to grasp. The aim here is to compare the tracking term and the range term for similarities in their behaviour. To do this, we will freeze all values in those terms except for one variable in each, then we can look at how that single variable effects the outcome and if there is any similarities between the two cases.
There is one more thing we can find out by just looking at the equation. This is however a little tricker to grasp. The aim here is to compare the tracking term and the range term for similarities in their behaviour. Do they have anything in common? To do this, we will freeze all values in those terms except for one variable in each, tracking and falloff respectively. Then we can look at how that single variable effects the outcome and if there is any similarities between the two cases.


All guns have their tracking value expressed in something called angular velocity, this is identical to Transversal speed divided by Range to Target, this is inside the tracking term, and basically it means how fast something moves around something else. Lets freeze the angular velocity, this means that it is still moving but that the value will not change. In the tracking term we also have Turret signature resolution divided by Target signature radius, for easy comparison later on we will assume that both these number are the same, then we freeze them as well. What we are left over with is: a frozen number divided by Turret tracking.
All guns have their tracking value expressed in something called angular velocity, this is identical to Transversal speed divided by Range to Target, this is inside the tracking term, and basically it means how fast something moves around something else. Lets freeze the angular velocity, this means that it is still moving but that the value will not change. In the tracking term we also have Turret signature resolution divided by Target signature radius, for easy comparison later on we will assume that both these number are the same, then we freeze them as well. What we are left over with is: a frozen number divided by Turret tracking.
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Now lets look at the range part. Being inside optimal never incurs a hit penalty, so we must move out into falloff ranges too see any changes in the to-hit-equation's output values. Lets freeze everything apart from falloff. What we are left with is: a frozen number divided by Falloff.
Now lets look at the range part. Being inside optimal never incurs a hit penalty, so we must move out into falloff ranges too see any changes in the to-hit-equation's output values. Lets freeze everything apart from falloff. What we are left with is: a frozen number divided by Falloff.


Did you see the smiliarity here? In the tracking term, we now have ''something / Turret tracking'', in the range term we have ''something / Falloff''. Since both of them are calculated by 0.5 ^ (term), this means that tracking values and falloff ranges will behave in exactly the same way. The words and their meanings in each case are a little different, but the behaviour is identical. So if you understand how one of them works, you have already understood how the other one works. That is pretty nice, isn't it?
Did you see what they had in common? In the tracking term, we now have ''something / Turret tracking'', in the range term we have ''something / Falloff''. In each case there is a value that is divided by the variable of interest. Since both of them are calculated from 0.5 ^ (term), this means that tracking and falloff mathematically behave in exactly the same way. If you understand how one of them works, you have already understood the other. The variables and their meanings in each case are a little different, but the outcome is the same way.
 


==General==
==General==
What does an expression like 0.5^(tracking term) mean?  
What does an expression like 0.5^(tracking term) mean?  
This article is not about the math itself, so this will not be explained here. Anyone who wish to know more can read about Exponents or Exponantiation in wikipedia and many other places.
This article is not about the math itself, so this will not be explained here. Anyone who wish to know more can read about Exponents or Exponantiation in wikipedia and many other places.


==Tools & Links==
==Tools & Links==
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The values you should input should be in their final state, i.e. after all implants, modules, boosters, or fleet boosts you want included for the calculations are activated.  All of the required information is available from the ''Show Info'' context-menu of the turret or ship in question, so for an in-game test simply undock and turn on everything you want to get your real-world actual values.  For NPC ships you could use a resource like [http://eveinfo.com/npcship EVE Info] to find out their signature radii or typical armor resistance values.
The values you should input should be in their final state, i.e. after all implants, modules, boosters, or fleet boosts you want included for the calculations are activated.  All of the required information is available from the ''Show Info'' context-menu of the turret or ship in question, so for an in-game test simply undock and turn on everything you want to get your real-world actual values.  For NPC ships you could use a resource like [http://eveinfo.com/npcship EVE Info] to find out their signature radii or typical armor resistance values.


=Turret damage output=
=Turret damage output=


==Base damage==
==Base damage==
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'''Example:''' A small turret has a damage multiplier of x1.725, and is loaded with an ammo type that does 7 EM and 5 Thermal damage. The base damage is then 1.725*(7+5) = 20.7
'''Example:''' A small turret has a damage multiplier of x1.725, and is loaded with an ammo type that does 7 EM and 5 Thermal damage. The base damage is then 1.725*(7+5) = 20.7


==Random damage distribution==
==Random damage distribution==
At the heart of a turret's damage output 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 hit the target and then to determine how much damage the hit actually did. Should the randomly generated number be less than 0.01 (1% chance), it will be a perfect hit (aka 'wrecking'). A wrecking hit always deals exactly three times the base damage. The thing about perfect hits is that they always occur as long as that random number was lower than 0.01 and at the same time lower than the hit chance. So perfect hits are not scored by 1% of the shots that can hit, but by 1% of all hits and misses taken together. This means that if your chance to hit is 1% or below, you can actually only hit perfectly or miss. Almost all shots will miss of course, but those that do hit they will be perfect.
At the heart of a turret's damage output 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 hit the target and then to determine how much damage the hit actually did. Should the randomly generated number be less than 0.01 (1% chance), it will be a perfect hit (aka 'wrecking'). A wrecking hit always deals exactly three times the base damage, exactly, there is no random element in perfect hits. The thing about perfect hits is that they always occur as long as that random number was lower than 0.01 and at the same time lower than the hit chance. So perfect hits are not scored by 1% of the shots that can hit, but by 1% of all hits and misses taken together. This means that if your chance to hit is 1% or less, you will either hit perfectly or you will miss, there are no normal hits.


The raw damage dealt by a turret is calculated by taking the randomly generated number that resulted in a hit, adding 0.49, and multiplying this sum with the turret's base damage. Since the first 0.01% of the random value is used for perfect hits, normal hits have a damage spread between 0.50 to 1.49, or 50% to 149% of the base damage, or in the case of perfect hits always exactly 300% of the base damage. This number will then be reduced accordingly by the target's damage resistances in order to obtain the final damage number.
The raw damage dealt by a turret is calculated by taking the randomly generated number that resulted in a hit, adding 0.49, and multiplying this sum with the turret's base damage. Since the first 0.01% of the random value is used for perfect hits, normal hits have a damage spread between 0.50 to 1.49, or 50% to 149% of the base damage, or in the case of perfect hits always exactly 300% of the base damage. This number will then be reduced accordingly by the target's damage resistances in order to obtain the final damage number.


The quality of the hit will be described by the value of the random number + 0.49, ranging from barely scratching (least damage) to excellent (highest damage) for regular hits, on top of which there may also perfect hits and misses.  
The quality of the hit will be described by the value of the random number + 0.49, ranging from barely scratching (least damage) to excellent (highest damage) for regular hits, on top of which there may also perfect hits and misses.  
By looking carefully at the damage generation above, it becomes clear that the Hit Chance not only means that a turret can miss, it also places a cap on the maximum damage a non-perfect hit can do. Suppose that a gun has 55% chance to hit, not only will almost half of the shots miss but those that do hit will do between (0.49+0.01) 50% and (0.49+0.55) 104% of the base damage. So by loosing chance to hit, we also loose the high damage hits.


{| class="wikitable" border=0
{| class="wikitable" border=0
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|}
|}


A turret with a 100% hit chance will see a natural and unavoidable damage spread between 50%-149% of its base damage for normal hits, and will always do exactly 300% of its base damage on perfect hits. A turret with a 75% hit chance will have a damage spread of 50%-124% on normal hits and do 300% on perfect hits, thus it can never do any excellent hits.
A turret with a 100% hit chance will see a natural and unavoidable damage spread between 50% to 149% of its base damage for normal hits, and will always do exactly 300% of its base damage on perfect hits. A turret with a 75% hit chance will have a damage spread of 50%-124% on normal hits and do 300% on perfect hits, thus it can never do any excellent hits.


'''Example:'''
'''Example:'''
A small gatling laser turret fires on target. The chance to hit is 0.8981. The EVE server rolls a random number between 0 and 1, and gets 0.6573 -- this is less than the chance to hit so the shot lands on the target. At this point 0.49 is added to the random number which then becomes 1.1473. The turret had a damage multiplier of x2.1 and the ammo does 4 EM and 2 Thermal, so the base damage is 2.1 multiplied with 6 (4+2), which is 12.6. After multiplying this with the random number we get the raw damage, which is 1.1473 x 12.6 = 14.456. In this damage the raw EM part is 1.1473 x 2.1 x 4 = 9.6373 and the raw Thermal part is 4.8187 (half of EM). Assuming the target's shield was hit, and that only the normal 20% resistance to Thermal is in effect, the final damage then becomes 9.6373 + (4.8187*(100%-20%)) = 13.492 points. In the combat log the hit will be described as 'well aimed' and be rounded off to one decimal place.
A small gatling laser turret fires on target. The chance to hit is 0.8981. The EVE server rolls a random number between 0 and 1, and gets 0.6573 -- this is less than the chance to hit so the shot lands on the target. At this point 0.49 is added to the random number which then becomes 1.1473. The turret had a damage multiplier of x2.1 and the ammo does 4 EM and 2 Thermal, so the base damage is 2.1 multiplied with 6 (4+2), which is 12.6. After multiplying this with the random number we get the raw damage, which is 1.1473 x 12.6 = 14.456. In this damage the raw EM part is 1.1473 x 2.1 x 4 = 9.6373 and the raw Thermal part is 4.8187 (half of EM). Assuming the target's shield was hit, and that only the normal 20% resistance to Thermal is in effect, the final damage then becomes 9.6373 + (4.8187*(100%-20%)) = 13.492 points. In the combat log the hit will be described as 'well aimed' and be rounded off to one decimal place.


==Damage and DPS reduction==
When a turret has less than 100% chance to hit its damage dealing capabilites are reduced in two different ways. The first and obvious one is that it sometimes misses, the other is that the max damage on normal hits (e.g. not perfect ones) is reduced as well. Both of these effects will decrease the DPS output. If you read the previous section, you may remember that the a random number between 0 and 1 is generated to see if a turret hits. If this value is lower than the chance to hit, the shot lands and this number is then used further: 0.49 is added to it, and the result is then multiplied with the turret's base damage to obtain the raw damage done (damage before resistances)


What this all means is that targets that are tricky to hit also take less damage since high rolls now are discarded as misses. This can be seen in the damage log: a hard-to-hit target never recieves excellent or well aimed hits, sometimes barely scratching is the highest possible (though of course perfect hits can still happen). The practical effect from this is that the DPS always decreases more than the chance to hit does.
==Damage and DPS reduction from misses==
When a turret has less than 100% chance to hit the damage is reduced in two different ways. The first and obvious one is that it sometimes misses, the other is that the max damage on normal hits (e.g. not perfect ones) are reduced as well. Both of these effects will decrease the DPS output.
 
If you read the previous section, you may remember that the a random number between 0 and 1 is generated to see if a turret hits. If this value is higher than the chance to hit, the turret misses. What this really means, is that the random rolls that would have caused high damage becomes misses instead. This can be seen in the damage log: a hard-to-hit target never recieves excellent or well aimed hits, sometimes barely scratching is the highest possible (though of course perfect hits can still happen).  
 
The practical effect from this is that the effective DPS always decreases more than the chance to hit does.


'''Example:''' (please note that perfect hits are not considered in this example to make the numbers easier to follow) A turret has 50% chance to hit at optimal+falloff, ignoring tracking. The highest randomly rolled number that can result in a hit is thus 0.5 -- higher numbers mean a miss. This will shrink the damage interval down to 0.5 to 0.99 for normal hits, which on average is 0.745 ((0.5+0.99)/2). Compare that with a case inside optimal range where the chance to hit is 100%, ignoring tracking. Here the damage interval is 0.5 to 1.49 and the average is 0.995. At optimal+falloff (and ignoring perfect hits) the DPS from normal hits are hence reduced to 50% (number of hits) x 0.745 (average damage per hit) = 37.25% of normal. (When perfect hits are taken into consideration the DPS value becomes 39.5% instead, see the table below)


==Tracking or Falloff==
==Tracking or Falloff==
The table below shows how damage and DPS goes down as a result of lower hit chance. Note that the ''reason'' for the hit chance reduction doesn't matter, be it because of falloff or tracking issues, the DPS goes down identically. If you wish to combine the effects of tracking and falloff, look them up individuall and then multiply them (note: this only works for the columns Hit Chance and Relative DPS; the clumn Reduction in DPS by % can not be used for this).
The table below shows how damage and DPS goes down as a result of lower hit chance. The decrease is identical for tracking and falloff so either one can be used. If you wish to combine the effects of tracking and falloff, look them up individuall and then multiply them (note: this only works for the columns Hit Chance and Relative DPS; the clumn Reduction in DPS by % can not be used for this).


The true strength with the table and graphs below are not to calculate what your DPS might be in a given situation. But rather to see how much you can push your range and tracking while still maintaining a decent DPS output. Also, remember that the decrease in DPS from tracking and range are multiplied.  
The true strength with the table and graphs below are not to calculate what your DPS might be in a given situation. But rather to see how much you can push your falloff and tracking while still maintaining a decent DPS output.  
Now consider the following notable values.  
Now consider the following notable values.  
*Below 0.33 parts into ... : the DPS loss is at most 10%, a very small effect, being at 0.33 or below means pretty much that you have nearly top performance, you are still in your sweet spot.
*Below 0.33 parts into ... : the DPS loss is at most 10%, a very small effect, being at 0.33 or below means pretty much that you have nearly top performance, you are still in your sweet spot.
*Above 0.50 parts into... : the DPS loss is now 22% or more and may start to become a problem, you can try manual piloting to rectify this unless you have a tactical reason for keeping the current conditions, for example a situation where your opponant have an even higher loss of DPS.
*Above 0.50 parts into... : the DPS loss is now 22% or more and may start to become a problem, you can try manual piloting to rectify this unless you have a tactical reason for keeping the current conditions, for example a situation where your opponant have an even higher loss of DPS.
*Above 1.0 parts into... : at this point the DPS loss is 60% or more. Some damage is still better than no damage, but keep in mind that you have a pretty lousy performance under these circumstances.
*Above 1.0 parts into... : at this point the DPS loss is 60% or more. Some damage is still better than no damage, but keep in mind that you have a pretty lousy performance under these circumstances.
Especially the 0.33 value is good to remember. Know your guns and know how far you can push them. If you want to maintain a high DPS, this is how deep you can go into either tracking or falloff (if you are pushing both use 0.25 instead). If you go outside it, your DPS will start dropping and if you go further in there is only a small increase in damage. This is kind of the golden limit that comes out from studying the To-Hit-Equation. Like all guidelines, this one comes with an exception too, see the next section for that.


Comment to the table: The relative DPS below is over 1 at the start, this is not an error. It's because it's relative to the base damage of the turret. What puts it above 1 are the perfect hits, since they do extra high damage.
 
'''Comment on the table below:''' The relative DPS below is over 1 at the start, this is not an error. It's because it's relative to the base damage of the turret. What puts it above 1 are the perfect hits, since they do extra high damage.


[[File:HitChanceVsFalloff.JPG|500px|thumb|right|Click to enlarge]]
[[File:HitChanceVsFalloff.JPG|500px|thumb|right|Click to enlarge]]
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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: (RelativeDPSatCurrent/RelativeDPSat100%hit)*100%-100%
*Reduction in DPS: (RelativeDPSatCurrent/RelativeDPSat100%hit)*100%-100%
==The effects of Signature radius==
Turret Signature Resolution and Target Signature Radius play an important role inside the tracking term. So far we assumed that they are the same, meaning that their ratio is always 1, and hence have no effect on tracking. But they do have an impact. To better understand what effect it really has, we must go back up to the To-Hit-Equation and look closer at the tracking term again.
Instead of thinking about ''Turret Signature Resolution / Target Signature Radius'' as an expression, think of it as a single number that the Transversal Speed is multiplied with. This makes sense if you look at the equation. Now, if this number is 1, it has no effect at all and tracking works as normal. But if the number is higher than 1, this would have the same effect as if the Transversal Speed went up, which means it is harder to hit. And if the number is lower than 1, this would have the same effect as if the Transversal Speed went down, which means it is easier to hit.
If you know how many parts into tracking a certain ship is, and you want to adjust for the signature part too, you must multiply ''parts into tracking'' with ''Turret Signature Resolution / Target Signature Radius'' to get the ''true'' parts into tracking. There is no other way. This is not something that can be done in combat, but you can guess at if it will be higher or lower and then compensate a bit for it.
To better illustrate this, consider the following examples:
'''Example:''' A Rifter is attacking a Hurricane. The angular velocity is about 0.3 rad/sec and the Hurrican has a tracking of 0.15. From the Hurricane pilots view, the Rifter is already 2.0 parts into tracking from just its speed. But this is not entirely true, since the signature resolution and the signature radius has not been accounted for yet. The guns have a signature resolution of 125m and the rifter has a radius of 35m. The ratio here is 125/35 = 3.57. So the Rifter counts as if being 3.57 times deeper into tracking just because of its smaller size. Taking this into account means that the Rifter is actually 7.14 parts into tracking under the mentioned conditions, and impossible to hit. The Hurricane must rely on its drones to fend off the Rifter. With luck the Rifter will die before it can kill all the drones.
'''Example:''' A shield tanked and an armor tanked Rifter are fighting. The angular velocity is very high at about 0.5 and they both have a tracking of 0.49 with their 200mm autocannons. So we say one full part into tracking. They are using small guns which always has a Turret Signature Resolution of 40m. The shield tanked Rifter has a signature radius of 50m and the armor tanked one has 35m. From the shield tanked Rifters point of view, his opponant counts as being 1 x 40m/35m = 1.14 parts into tracking, where the DPS loss from turrets are about -70%. From the armor tanked Rifters point of view, his opponant counts as if being 1x 40m/50m = 0.80 parts into tracking, where the DPS loss from turrets are only -46%. The shield tanked Rifter pilot is at a disadvantage from just being bigger, his guns do only about half the damage compared to his opponant. If he doesn't compensate for this by flying in a way that reduces the angular velocity, he is likely to loose.


==Tracking upgrades vs Damage upgrades==
==Tracking upgrades vs Damage upgrades==
Weapon upgrade modules can improve raw damage, tracking and range. Making use of an increased range is fairly obvious. However, comparing tracking and damage can be harder to do. This section will try to shed some light on that.
Weapon upgrade modules can improve raw damage, tracking and range. Making use of an increased range is fairly obvious. However, comparing tracking and damage can be harder to do.
The tricky thing with this is that the need for tracking in a fight often varies depending on how the pilots fly their ships. So to make any sense of the following you must have some rough ideas of what you expect to be up against and what the angular velocity can be expected to be at.
 
The tricky thing with this comparison is that the need for tracking in a fight often varies depending on how the pilots fly their ships. So to make any sense of the following you must have some rough ideas of what you expect to be up against and what the angular velocity can be expected to be at. The only way to get that is through experience.


Here are some guidelines for comparisons:
Here are some guidelines for comparisons: (note that only the bonus of the 1st module is considered for all tracking modules, additional ones will suffer from a stacking penalty).


Damage Upgrade module, T2 (such as Gyrostabilizer, Heat Sink etc):
Damage Upgrade module, T2 (such as Gyrostabilizer, Heat Sink etc):
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Webs:
Webs:


The effect from a web depends on how close a ship is to its max speed. This makes the effect hard to predict. But one can accurately say that the need for tracking will be reduced with at most the webs value. Relatively speaking, this can be compared to a 150% boost (at most) to tracking if a T2 web is used (-60% speed). The drawback is that your opponent also benefits from this.
The effect from a web is hard to predict, since its use can change both the transversal speed and the range between the ships. Experience and practice will be your best guide here. The drawback with webs is that they help your opponants tracking as well as your own.
 
 
==Choosing turrets==
Is it better with high damage or high tracking? In almost all cases, it is better to go for higer damage, which also gives a higer range. This is true for long range and short range guns alike. The only weapon where the higher tracking can outweigh the extra boost to damage and range is for short range projectile weapons. Because they track that much better. If high tracking is important, consider using the lighter autocannons, because they can actually outperform the harder hitting ones despite their shorter range (with autocannons: if you expect to be more than 0.5 parts into tracking of the heavy guns, the lighter guns will actually do more damage at that point). In a few other cases where long range guns are used at short ranges, the lighter version of the guns may also outperform the heavy ones due to their better tracking.




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==Are frigates with a smaller signature radius better than larger frigates in frigate pvp?==
==Are frigates with a smaller signature radius better than larger frigates in frigate pvp?==
When comparing small signature radii, say 35m and 43m, the differance is only noticeable at short distances (up to 1 or 2 km). The one with the smallest radius get a small advantage from this factor. However, other factors come into play as well, and this advantage is many times offset by the fact that the larger-signature frigates use guns that generally have higher tracking values (the trend is: projectiles have the worst tracking, lasers are in between, hybrids have the best; when compared on an equal basis). So it really doesn't seem to matter. What is clear is that a high tracking can be more important than the damage multiplier on the gun, especially since the max damage drops if the gun can't track well enough.
They have an advantage from it when the angular velocities are getting high, which makes them harder to hit. But not all frigate pvp is fought by orbiting closely at high speeds, some try to keep a range of maybe 5km and at that range the signature radius is less important.


==Are target painters useful for turrets?==
==Are target painters useful for turrets?==
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**Modified base damage x 0.50 = 11.4
**Modified base damage x 0.50 = 11.4
**Modified base damage x 0.49 = 11.2
**Modified base damage x 0.49 = 11.2
**The lowest observed damage is 50%
**The lowest observed damage is 11.4, thus 50%
*Highest non-perfect random multiple
*Highest non-perfect random multiple
**Modified base damage x 1.50 = 34.2
**Modified base damage x 1.50 = 34.2
**Modified base damage x 1.49 = 34.0
**Modified base damage x 1.49 = 34.0
**Modified base damage x 1.48 = 33.8
**Modified base damage x 1.48 = 33.8
**The highest non-perfect damage is 149%
**The highest non-perfect damage is 34.0, thus 149%
*Perfect hits deal 68.5 damage
*Perfect hits deal 68.5 damage
**Modified base damage x 3 = 68.5
**Modified base damage x 3 = 68.5