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[[Category:Teaching]] | [[Category:Teaching]] | ||
[[Category:Guides]] | [[Category:Guides]] | ||
=Introduction= | =Introduction= | ||
This article takes a closer look at the To-Hit-Equation which is | Difficulty: Advanced (requires a previous understanding of concepts such as tracking and falloff) | ||
This article takes a closer look at the To-Hit-Equation, which is central to all turret based damage dealing. There is a mathematical side to this, but only as far as some explanations go. The focus is to provide practically useful information and to grant a general understanding of how turrets work. | |||
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[[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 | If you get a headache by just looking at this, don't worry, you will never have to actually do anything with it yourself. And there will not be a test. It is however important, since it 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, | An example of how this is useful, is with autocannons. They have very short optimals and large falloffs, in practice they always fight in falloff. So the question is, how far can they go into falloff without having any major loss of damage? The equation can help us answer this. | ||
But now we have rushed ahead. We should start with the very basics, by looking at the | But now we have rushed ahead. We should start with the very basics, by looking at 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. From your choice of ship, your skill points and your fitting. But two of them actually depends on how you fly your ship when in space, those are Transversal Speed and Range To Target. This is an important insight: Your own piloting will have an impact on the damage your guns do. | ||
*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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*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. | *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. | ||
To paraphrase Oli Geist, this equation can be abstracted to: | To paraphrase Oli Geist, this equation can be abstracted to: | ||
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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 | 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 entirely separate things that has nothing to do with eachother, and you will need both. | ||
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. | 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, turret 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 | 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 fixed number divided by Turret tracking. | ||
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 | 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 fixed number divided by Falloff. | ||
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 both cases there is a value that is divided by the variable we are | 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 both cases there is a value that is divided by the variable we are interested in. So the same thing happens in both cases. That means that tracking and falloff behave in the same way. So if you think you only understand how falloff works, you are wrong, you actually understand tracking too even if you haven't realized it yet. | ||
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==Base damage== | ==Base damage== | ||
All turrets have a base damage, this is a fixed number. The higher the number the more damage the turret will do when it hits. It is calculated from the turrets Damage Multiplier attribute and the ammo's damage values. This is before any resistances is taken into consideration. A high base damage means that your guns hit hard (but do not mistake this for DPS (damage per second) since that also depends on how often the guns may fire). The base damage is always a bit below the average damage (about 1.5% lower) when there is a 100% hit chance -- the reason for this are those rare but highly damaging perfect hits. | All turrets have a base damage, this is a fixed number. The volley damage that your turrets do will be spread around this number. The higher the number the more damage the turret will do when it hits. It is calculated from the turrets Damage Multiplier attribute and the ammo's damage values. This is before any resistances is taken into consideration. A high base damage means that your guns hit hard (but do not mistake this for DPS (damage per second) since that also depends on how often the guns may fire). The base damage is always a bit below the average damage (about 1.5% lower) when there is a 100% hit chance -- the reason for this are those rare but highly damaging perfect hits. | ||
'''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 | ||
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'''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. | 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. This damage will become lower when resistances have been accounted for. In the combat log the hit will be described as 'well aimed'. | ||
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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. | 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 | 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 are converted into 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. | The practical effect from this is that the effective DPS always decreases more than the chance to hit does. | ||
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==Tracking or Falloff== | ==Tracking or Falloff== | ||
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 | 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 individualy 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 falloff and tracking while still maintaining a decent DPS output. | 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. | ||
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*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 0.333 value is good to remember (one third of your tracking or falloff) | Especially the 0.333 value is good to remember (one third of your tracking or falloff). 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 of them at once use 0.25 instead). If you go above this, your DPS will start dropping fairly quickly 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. | ||
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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. | 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, mostly because you will not know the signature radius of your target. | 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, mostly because you will not know the signature radius of your target. What you can do is to use your gut feeling and guess from what it is you see. A shield tank means a bigger ship, an armor tank a normal size. And then you compensate for it if needed. | ||
To better illustrate this, consider the following examples: | To better illustrate this, consider the following examples: | ||
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'''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 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 | '''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 48m 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/48m = 0.833 parts into tracking, where the DPS loss from turrets are about -50%. The shield tanked Rifter pilot is at a disadvantage from just being bigger, his guns do roughly 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 could 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. | 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 is written to help with that. | ||
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 | 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 the angular velocity can be expected to be. The only way to get that is through experience. | ||
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). | 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). | ||
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Webs: | Webs: | ||
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 can help your opponants tracking as well as your own. The | 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 can help your opponants tracking as well as your own. The web is more often used for its tactical benefits, such as giving control over the range, than to help with tracking. | ||
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==I heard that rails suck, is that true?== | ==I heard that rails suck, is that true?== | ||
Beam lasers have the highest DPS (damage per second) and artillery cannons have the highest damage per hit (per volley). Both of these things are valuable, especially in PvP. High DPS is | They are worse than beam lasers and artillery, but they don't really suck. | ||
Beam lasers have the highest DPS (damage per second) and artillery cannons have the highest damage per hit (per volley). Both of these things are valuable, especially in PvP. High DPS is good because it makes tough ships die faster. A high damage per hit is also good because it can instantly kill a target (something that is important when the target has logistic support that repairs it). Railguns have the second best DPS and the worst damage per hit. They also have a slightly longer range than beam lasers, but pay for that with a comparatively higher penalty to tracking. | |||
One must also look at the ammo each type of turret use. Lasers use crystals, changing them is immediate and they never run out of ammo. Projectiles use various ammo types that deal different damage types, which makes it easier to match the damage with the target. The hybrid ammo on the other hand is stuck with the same two damage types (like lasers are) and have a reload time (like projectiles do), if one feel a little mean one could say that hybrid ammo combines the worst of the other two types. | It isn't enough to just look at the guns. One must also look at the ammo each type of turret use. Lasers use crystals, changing them is immediate and they never run out of ammo. Projectiles use various ammo types that deal different damage types, which makes it easier to match the damage with the target. The hybrid ammo on the other hand is stuck with the same two damage types (like lasers are) and have a reload time (like projectiles do), if one feel a little mean one could say that hybrid ammo combines the worst of the other two types. | ||
Beam lasers and artillery cannons have drawbacks too of course. Generally speaking: The beam lasers uses a lot of capacitor energy and require immense amounts of power grid, they will only really work on Amarr ships. The artillery cannons also needs a lot of power grid and are designed to be used on ships with a bonus for projectil firing speed, otherwise it takes forever before they can shoot again. So for Gallente and Caldari ships, the railguns will still be the overall prefered pick. They still have the second best DPS, so they | Beam lasers and artillery cannons have drawbacks too of course. Generally speaking: The beam lasers uses a lot of capacitor energy and require immense amounts of power grid, they will only really work on Amarr ships. The artillery cannons also needs a lot of power grid and are designed to be used on ships with a bonus for projectil firing speed, otherwise it takes forever before they can shoot again. So for Gallente and Caldari ships, the railguns will still be the overall prefered pick. They still have the second best DPS, so it's not fair to say that they suck. | ||
==Do small targets take less damage from big guns?== | ==Do small targets take less damage from big guns?== | ||
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**Modified base damage x 3 = 68.5 | **Modified base damage x 3 = 68.5 | ||
The collected data shows that the normal damage is distributed within 50%-149%. Since the first 1% unit is used for critical rolls (this is most likely, if the last % unit was used additional calculations will be needed if the to | The collected data shows that the normal damage is distributed within 50%-149%. Since the first 1% unit is used for critical rolls (this is most likely, if the last % unit was used additional calculations will be needed if the to hit chance is less than 1%), this means that the constant has to be 0.49. | ||