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Where and how EXACTLY does tracking start to cut off?

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2016-04-29 22:02:38 UTC
Disclaimer #1: I'm not sure this is the right forum so correct me if I derped.

Disclaimer #2: this post is for mathematicians--if you get confused by numbers you can save yourself the headache and ignore this.




I have a keen understanding of how the mathematics work for determining turret tracking values vs. enemy signature radius, distance, and angular velocity. After that all I know is that if your weapons track faster than the target, you score good hits, whereas if they track slower, you tend to miss. But I have questions still:

1.) What ratio of tracking above the target do I need in order to score perfect hits? Is there a diminishing return or a sharp cutoff?

2.) What's the overall percentage of DPS when I am hitting perfect? (I believe it's above 100% due to critical hits)

3.) What's the overall percentage of DPS when my tracking exactly matches the target? At what ratio does it balance to 100%? 50%?

4.) What's the miss chance vs. glancing hit chance when I have overall 50% DPS? At what ratio does the chance for 8 turrets to all miss go above 50%? (91.7% chance for a single turret to miss)

Any other info you have is also welcome! I'm trying to dissect every last detail of how the guns work. I also would like more insight into how falloff reduces hit/damage exactly. What's the falloff equation again? If anyone has it handy, that'd be nice. =)

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gorn Arming
Deep Core Mining Inc.
Caldari State
#2 - 2016-04-29 23:37:46 UTC
The relevant formulas are on the Eve University wiki.

http://wiki.eveuniversity.org/Turret_Damage

You can run those through Excel or Matlab or whatever and create any plots you want.
Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2016-04-30 02:55:10 UTC
Gorn Arming wrote:
The relevant formulas are on the Eve University wiki.

http://wiki.eveuniversity.org/Turret_Damage

You can run those through Excel or Matlab or whatever and create any plots you want.

Thanks, I didn't know so much useful information was in there!

I learned some interesting facts from that page:

1.) Hit chance affects your damage range. If you have 100% chance to hit, you deal 50-149% damage. If you have only a 60% chance to hit, your hits would deal 50-109% damage.

2.) 1% of your shots, as long as they hit, are perfect hits, dealing 300% damage. So if you have only a 5% chance to hit, 20% of your hits will deal 300% damage.

3.) Tracking hit chance is computed exactly the same as falloff, meaning if your turrets are tracking the exact same speed as your target's angular velocity, you have a 50% hit chance. If you are tracking half their angular velocity, you have a 6.25% chance to hit. So extra tracking will always increase your DPS--it's the same value as extra falloff would be if optimal range didn't exist.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gully Alex Foyle
The Scope
Gallente Federation
#4 - 2016-05-01 00:17:37 UTC  |  Edited by: Gully Alex Foyle
Reaver Glitterstim wrote:
1.) What ratio of tracking above the target do I need in order to score perfect hits? Is there a diminishing return or a sharp cutoff?
Perfect fits in theory need zero angular velocity, so infinite tracking.

In other words, 'being in optimal' as far as tracking is concerned is when everyone stands still. Just a tiny bit of angular velocity and you're tracking 'in falloff', so to speak.

My personal rule of thumb is you hit pretty damn good when your tracking is 3x the angular velocity. Sorry, CBA to do the math, but it should give you around 95% chance to hit per gun.
Reaver Glitterstim wrote:
2.) What's the overall percentage of DPS when I am hitting perfect? (I believe it's above 100% due to critical hits)
Yes, statistically over 100% because of wrecking shots.

Reaver Glitterstim wrote:
3.) What's the overall percentage of DPS when my tracking exactly matches the target? At what ratio does it balance to 100%? 50%?
As you wrote above, it's 50%. So actually, tracking matching angular is not such a good situation for DPS.

Reaver Glitterstim wrote:
4.) What's the miss chance vs. glancing hit chance when I have overall 50% DPS? At what ratio does the chance for 8 turrets to all miss go above 50%? (91.7% chance for a single turret to miss)
lol lost you on this one :)

Reaver Glitterstim wrote:
Any other info you have is also welcome! I'm trying to dissect every last detail of how the guns work. I also would like more insight into how falloff reduces hit/damage exactly. What's the falloff equation again? If anyone has it handy, that'd be nice. =)
As said above, if you plot the equation with excel or something you'll get a pretty intuitive graph. In words, it's a 'strong then gentle slope thingy'. :)

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