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## Turret damage
## The raw formulaChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2) Note: max(a,b) is a function that returns the greater of two values. Note that ChanceToHit is a number between 0 and 1, and is primarly determined by Transversal Speed and Range To Target. EVE tests ChanceToHit for each individual shot made by a gun turret against X, where X is a random number also between 0 and 1, e.g. 0.765321, generated by the EVE server for each shot. If X < ChanceToHit, the shot is a hit. If X > ChanceToHit, the shot is a miss or zero damage is applied. X also determines the quality of a hit. If X < 0.01, then the Quality Of Hit multiplier = 3. (i.e. a 'Wrecking' shot) If X > 0.01 the Quality Of Hit multiplier = X + 0.5 ChanceToHit, essentially, specifies an interval in which values of X can fall that qualify or disqualify a hit. The larger this interval, the larger the values X can take, and hence the larger the hit multiplier (i.e. X + 0.5) can be. For example: A shot with ChanceToHit = 0.97 X = 0.980, the shot misses. X = 0.541, the shot hits, with a damage multiplier= 1.041. X = 0.001, the shot hits, 'wrecking' with damage multiplier = 3. ## What are each of the terms used ?
## What does that mean for turret DPS ?The higher quality hits get discarded as the hit chance gets smaller. That means the average DPS decrease more sharply as hit chance decreases to 50%, and decreases less sharply thereafter (i.e. as a square function, not linearly). It also means that at or below exactly 1% hit chance, ONLY wrecking shots hit, for a grand total of 3% from the "expected average" DPS, even if your hit chance is barely 1%. A 50% hit chance would mean 1% wrecking hits, and 49% normal hits evenly distributed in the damage multiplier range of 0.51 to 1.00, for a final DPS of a bit under 40% instead of the "expected" ~52% DPS. Simplified form for average DPS for chance to hit at or ABOVE 1%: AvgDPS = Base Damage * [ ( ChanceToHit^2 + ChanceToHit + 0.0499 ) / 2 ] Simplified form for average DPS for chance to hit at or BELOW 1%: AvgDPS = Base Damage * 3 * ChanceToHit This graph shows the expected average DPS (including wrecking hits) as it varies with tracking or falloff: ## Top Contributors For This Page |
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