So, for example, you're firing a gun which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you (zero transversal), starting at only 1km range. Since other factors can reduce this hit chance even further, at excessive ranges it is often not worth it at all to fire turrets, unless you're trying to draw aggression from a rat (which can be done at maximum targeting range). At a gun's optimal range plus twice the falloff range, the chance to hit is reduced to only 6.25%. ![]() At a gun's optimal range plus its falloff, the chance to hit is reduced to 50%. Falloff measures how quickly the chance to hit decreases as the target distance grows beyond optimal range. In other words in optimal range the distances can be completely ignored and only tracking has any effect on hitting.Īccuracy falloff begins at the end of optimal range. A nice thing to remember is that against a stationary target the tracking part can be ignored while against a target that is in optimal range the range part can be ignored.Įvery turret has two range parameters called "Optimal Range" and "Accuracy Falloff".Ī gun's optimal range is the range within which distance has no effect on hit chance. You can find figures for all of these if look at your fitted turret info.ĭue to how the hit chance is calculated the range and tracking do not affect each other and can be considered separately. Instead it depends on the concepts of optimal range, falloff and tracking. In EVE, hitting with a turret is not quite a simple question of being either in range or out of range. The basic question of shooting a turret is whether you will hit or not. The following sections go into more details about where these numbers come from and other implications of this system. ![]() However, when the random number is added to 0.49 it will end up in a low damage multiplier, so the shot will deal less damage when it does hit. The damage of one shot (as shown in the fitting window) is calculated by multiplying the ammunition's base damage by the turret's Damage Multiplier attribute.Īs can be seen, the lower the random number, the easier it is to hit - because the hit chance will always be above a low random number. Every turret shot (which hits) will deal between 50% and 149% (with one exception) of the damage listed in the fitting window.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |