Eve online turret tracking11/10/2023 This is compared to an Autocannon which has 0.315 rad/sec tracking speed, almost 5 times more ability to hit its target. Artillery isn't all that great at dogfighting because it has a tracking speed of only 0.064 rad/sec. My professional opinion would be the tracking speed, especially since you got back DPS after switching guns. The fact that you're getting even less damage means one of these factors is affecting you more than I have guessed. So your 600 alpha strike only does 100 dmg. Then comes the damage formula cutting up to 50% of your damage sometimes due to hit chance and accuracy deviation. And since 33% of your 300 remaining dmg was missed. Next, your enemy is murdering a percentage of your damage, which when averaged means you're doing about 50% less of that total 600 you're boasting. Your autocannon is better at those ranges due to tracking speed so it hits more often. I have no idea what your accuracy is so let's call it 33% misses at such a close range with such a long distance gun with poor tracking. At 10km a few of your turrets are missing the target due to angular velocity reducing hit chance, cutting your damage by a percentage. So what I'm thinking is that by grouping your turrets you no longer see your misses. This means that you're shaving off gross amounts of damage shooting anyone. Of course, if one of your turrets MISSES it also deals 0 damage.ĥ) Enemy Resistance - Enemies can be highly resistant to your damage types, having on average 50% to 80% resistances against them with a weakness or two around 20% to 40%. You can get as low as 1% chance to hit which would only give you 51% maximum damage (excluding perfect hits). The more it drops the less damage you can potentially do. Based on your damage numbers, I'm guessing you're using Depleted Uranium so you have no bonuses or penalties to Optimal range and a slight improvement for tracking.Ĥ) Accuracy - Even if all your ranges are great having poor tracking speed or an extremely small enemy signiature radius (like most frigates/drones) or an enemy that's moving at a crazy angular velocity to you will cause your hit chance to drop from 100% fast. Some projectile ammo cuts your optimal by 50%, others improve it by 60%. You shouldn't have much of a problem with this with Artillery since they have awesome falloff ranges, boasting about 8.75km so there's not much of a drop when combined with the optimal.ģ) Ammo Type - Your choice of ammo severely impacts your damage by affecting your optimal range. The issue here is that projectile turrets like Artillery have the worst Optimal ranges of all the turret types, with the small ones ranging between 8km and 10km base.Ģ) Falloff Range - Shots outside your optimal range will start to drop off in damage until they're barely even touching the target at long distance, which targets around the first falloff increment taking 50% damage (it scales though). Which they will typically do when in Optimal range and with sufficient tracking. My turrets do 50+ dmg to some rats and only 2 or 3 dmg to others.ġ) Optimal Range - Shots can do anywhere from 50% to 150% damage when they hit with 100% accuracy. Damage can be reduced to damn near zero, especially when some rats have 80% resistance to it and are moving at stupid miles per hour. Originally posted by Paroe:I think what im running into is a bug.Īctually it can, the game's been around for 14 years so I doubt it's safe to jump to bug assumption. In no world would a RAT be reducing that to between 80 and 40 at 10km+. Changing one artillery to an auto cannon and grouping the artillery seems to have increased my damage back to normal levels.ħ artilerry. It was, it seemed, only doing the damage of ONE turret when all my hardpoints are grouped together. (The video is geared toward pvp but the underlying mechanics are also true in pve) It's a little dated, tracking is now represted by an "Accuracy" score or some such rather than in radians/sec but the basics are still true. Here's a video that someone else showed me to explain it. I won't bother trying to explain how tracking works, I just know it does. The other side of the damage calculation is tracking. You can find the damage types by showing info on the ammo you're using. Part of it is that what you're shooting might have high resists to the type of damage you're doing. Originally posted by Harrison:There's a lot involved in how damage is calculated.Īll ships have resistances, some high and some low.
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