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	<title>Turret damage - Revision history</title>
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		<id>https://wiki.everp.online/index.php?title=Turret_damage&amp;diff=157648&amp;oldid=prev</id>
		<title>deather Padecain: Update the picture of formula «chance to hit».</title>
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		<updated>2012-02-27T13:46:53Z</updated>

		<summary type="html">&lt;p&gt;Update the picture of formula «chance to hit».&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Game Mechanics]][[Category:Guides]][[Category:PVP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The raw formula ==&lt;br /&gt;
[[Image:ChanceToHitv2.png|775px|center|top]]&lt;br /&gt;
&lt;br /&gt;
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target [[Signature_radius|Signature Radius]]))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)&lt;br /&gt;
&lt;br /&gt;
Note: max(a,b) is a function that returns the greater of two values.&lt;br /&gt;
&lt;br /&gt;
Note that ChanceToHit is a number between 0 and 1, and is primarly determined by Transversal Speed and Range To Target.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If X &amp;lt; ChanceToHit, the shot is a hit. &lt;br /&gt;
If X &amp;gt; ChanceToHit, the shot is a miss or zero damage is applied.&lt;br /&gt;
&lt;br /&gt;
X also determines the quality of a hit. &lt;br /&gt;
If X &amp;lt; 0.01, then the Quality Of Hit multiplier = 3. (i.e. a 'Wrecking' shot)&lt;br /&gt;
If X &amp;gt; 0.01 the Quality Of Hit multiplier = X + 0.5 &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For example: A shot with ChanceToHit = 0.97 &lt;br /&gt;
X = 0.980, the shot misses.&lt;br /&gt;
X = 0.541, the shot hits, with a damage multiplier=  1.041.&lt;br /&gt;
X = 0.001, the shot hits, 'wrecking' with damage multiplier = 3.&lt;br /&gt;
&lt;br /&gt;
== What are each of the terms used ? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Transversal speed&amp;quot; is the absolute speed (in meters/second) at which you and your target are moving away from eachother in a plane perpendicular on the line joining your ship center to the center of the target.&lt;br /&gt;
Two ships chasing eachother in a straight line or heading straigth at eachother would have this number be zero.&lt;br /&gt;
The smaller this number, the better your chance to hit will be.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Range to target&amp;quot; is the distance (in meters) between your ship's outer boundary box to your target's outer boundary box.&lt;br /&gt;
Two similar-sized ships that are [[Bumping|bumping]] eachother, or a smaller ship very close to a [[Station|station]] (or a much larger ship) would have this number be zero.&lt;br /&gt;
It is notewhorthy that depending on circumstances, a smaller range to target could mean a better chance to hit, or a worse chance to hit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Turret Tracking&amp;quot; is a number qualifying your gun turret's ability to track targets (in radians/second).&lt;br /&gt;
The larger the number, the better your chance to hit will be.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Turret Signature Resolution&amp;quot; is a number qualifying the originally intended target size (in meters) of your gun turret.&lt;br /&gt;
The smaller the number, the better your chance to hit will be.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target [[Signature_radius|Signature Radius]]&amp;quot; (in meters) should be self-explanatory.&lt;br /&gt;
The larger your target, the better your chance to hit will be.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Turret Optimal Range&amp;quot; (in meters) is the rated range of your gun turret for a 100% chance to hit against a huge, immobile target.&lt;br /&gt;
&amp;quot;Turret Falloff&amp;quot; (in meters) is the distance past your turret's optimal range where the chance to hit against a huge immobile target drops to 50%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Base Damage&amp;quot; is a number that shows how much damage a normal shot is expected to inflict.&lt;br /&gt;
The number is equal to the sum of damage numbers on the ammo, multiplied by the gun turret's damage multiplier (listed in the turret's showinfo window).&lt;br /&gt;
&lt;br /&gt;
== What does that mean for turret [[DPS|DPS]] ? ==&lt;br /&gt;
&lt;br /&gt;
The higher quality hits get discarded as the hit chance gets smaller. That means the average [[DPS|DPS]] decrease more sharply as hit chance decreases to 50%, and decreases less sharply thereafter (i.e. as a square function, not linearly).&lt;br /&gt;
&lt;br /&gt;
It also means that at or below exactly 1% hit chance, ONLY wrecking shots hit, for a grand total of 3% from the &amp;quot;expected average&amp;quot; [[DPS|DPS]], even if your hit chance is barely 1%.&lt;br /&gt;
&lt;br /&gt;
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|DPS]] of a bit under 40% instead of the &amp;quot;expected&amp;quot; ~52% [[DPS|DPS]].&lt;br /&gt;
&lt;br /&gt;
Simplified form for average DPS for chance to hit at or ABOVE 1%:&lt;br /&gt;
AvgDPS = Base Damage * [ ( ChanceToHit^2 + ChanceToHit + 0.0499 ) / 2 ]&lt;br /&gt;
Simplified form for average DPS for chance to hit at or BELOW 1%:&lt;br /&gt;
AvgDPS = Base Damage * 3 * ChanceToHit&lt;br /&gt;
&lt;br /&gt;
This graph shows the expected average DPS (including wrecking hits) as it varies with tracking or falloff:&lt;br /&gt;
&lt;br /&gt;
[[Image:Falloff.png|left]]&lt;/div&gt;</summary>
		<author><name>deather Padecain</name></author>
	</entry>
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