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Wipster
Righteous-Indignation
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Posted - 2010.07.03 16:59:00 -
[1]
Edited by: Wipster on 03/07/2010 17:00:09 Hey all, As a bit of a thought exercise as I'm flying around shooting stuff. I started looking at hit types and the like in my combat logs and did a bit of reading on them. Now I came across a tidbit of information someone posted on the forums that if I have perfect tracking that I would get an even spread across the 'Excellent' 'Well Aimed' 'Hit' 'Light Hit' and 'Scratch' and a 1% chance of a 'Wreaking'
With my guns with a falloff of 6000 and optimal of 750, I orbit at 1400 ish along at 500-600ms so I am a bit out of my optimal and going a bit fast but my targets are normally mostly stationary or very slow. I find these are my stats Wreaking: 0% Excellent: 4.7% Well Aimed: 23.8% Hit: 52% Light hit: 7.3% Scratch: 10.2% Miss: 2%
Is this telling me that my tracking could do with some love to I can get my overall spread up? What would you suggest?
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Mopsy Six
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Posted - 2010.07.03 19:15:00 -
[2]
I'd love if someone more geeky would come and share a formula and how to calculate this. I'd also like to know the corelation of turret tracking and target signature radius when the target has higher angular than turret tracking. Or could someone say if these two matter when your target's angular is lower than your tracking. I can't find a formula anywhere.
BTW Wipster, you're fighting in falloff, you won't get proper numbers. Also enable Angular Velocity column in your overview and give numbers, because just saying that your targets are stationary or slow isn't enough.
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Wipster
Righteous-Indignation
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Posted - 2010.07.03 19:51:00 -
[3]
Yeh my numbers will be a bit wonky but I cant really get any closer with my AB on and at my speed my targets are going at 0.466rad/s so I guess anything past this point on my guns will have no effect. testing this now with a load of tracking links on.
I will also get some data with going slower a bit closer in with some range modifiers on so I orbit at optimal.
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Obyrith
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Posted - 2010.07.04 07:44:00 -
[4]
Edited by: Obyrith on 04/07/2010 07:45:31 Hit quality is determined not just by tracking but by range (into falloff) and size of the target and the turret you're using. So yeah, always nice to increase your tracking, but on the other hand you could just stop orbiting except when you need to and move to your optimal. How much difference it makes will also depend on the size of your target; if you're in a frigate orbiting a cruiser or larger you can basically orbit as close as you want with as bad tracking as you want and you'll do about the same damage.
Typically the best tactic is to use keep at range for targets that are the same size as yourself or smaller, and only orbit targets that are large and slow.
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Roland Deschaines
Minmatar The Gentlemen of Low Moral Fibre
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Posted - 2010.07.04 19:47:00 -
[5]
http://wiki.eveonline.com/en/wiki/Falloff
All you need to know is there. The importance of this, however, is nothing compared to the necessity of having an indicator that the post has ended and the sig has started. -- Monsieur Rolly |
foksieloy
Minmatar Universal Army Ushra'Khan
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Posted - 2010.07.05 08:05:00 -
[6]
This might help too: http://dl.eve-files.com/media/0910/eve-tracking101.swf _______________________ Drink Eau du Nichup«, the taste of heaven. Now available as Nichup Citrus« as well! |
Othran
SPORADIC MOVEMENT Cult of War
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Posted - 2010.07.05 15:06:00 -
[7]
Edited by: Othran on 05/07/2010 15:08:10 The much-maligned Eve Fitting Tool (google it, lazy people ) does all of this rather well.
Load two fits. Then click File->New DPS Graph, right click in the white box and select one as attacker and one as target, adjust sliders for speed (50% each way seems pretty fair) and look at graphs. If in doubt right click on the graph.
Most people just load a fit on EFT and look at the raw DPS figure, which is unlikely to ever be met as it assumes zero transversal velocity and perfect range.
Give it a go
Edit - you can right-click on one of the modules in the fit and boost the skills which affect it. Handy sometimes.
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Ambaire
Amarr Ministry of War
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Posted - 2010.07.05 17:04:00 -
[8]
Note: You can only get Wrecking Hits with ungrouped (single) guns. A group of guns will never get wrecking hits; single guns chain-fired will get wrecking hits surprisingly often.
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Cold Chaos
Amarr The Maverick Navy IT Alliance
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Posted - 2010.07.06 01:26:00 -
[9]
Originally by: Ambaire Note: You can only get Wrecking Hits with ungrouped (single) guns. A group of guns will never get wrecking hits; single guns chain-fired will get wrecking hits surprisingly often.
If this is true, something is broken.
"Just because people have been doing it for a long time, doesn't mean it is not ridiculously stupid." |
foksieloy
Minmatar Universal Army Ushra'Khan
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Posted - 2010.07.06 06:52:00 -
[10]
Nothing is broken.
Grouped guns have different math when it comes to damage.
Ungrouped guns have a miss chance when you are shooting in falloff. So you either hit for full damage, or miss. Grouped guns have reduced damage when they are shooting in falloff. So you always hit, but in falloff its never for full damage.
Avarage dps is the same, but done differently. _______________________ Drink Eau du Nichup«, the taste of heaven. Now available as Nichup Citrus« as well! |
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Matalino
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Posted - 2010.07.06 16:14:00 -
[11]
Originally by: Cold Chaos
Originally by: Ambaire Note: You can only get Wrecking Hits with ungrouped (single) guns. A group of guns will never get wrecking hits; single guns chain-fired will get wrecking hits surprisingly often.
If this is true, something is broken.
You still get "wrecking hits" but you will probably not see the text "wrecking hit".
First, understand what a "wrecking hit" is, then you can look to see if they happen as expected. A "wrecking hit" is one that hits for 3x base damage.
If your chance-to-hit is greater than 1%, 1% of your shots (all shots, not just hits) will be wrecking hits. If your chance-to-hit is less than 1% then all of your hits will be wrecking hits.
The flavor text is based on the damage delt by a shot or volley. As noted earlier, shots that hit for 3x base damage are given the lable "wrecking hit". For a single turret, that will likely be 1% your shots. With grouped turrets, the flavor text is based on the average damage delt by the group. Because it is extremely unlikely for all or even most of the turrets to score wrecking hits in the same volley, it is unlikely to see the "wrecking hit" flavor text with grouped turrets.
Note that the flavor text has little meaning and no impact on game play. The damage from a group of turrets is exactly the same as the damage from ungrouped turrets. The damage from wrecking hits is still accounted for, only the appearance of the flavor text is decreased.
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Wipster
Righteous-Indignation
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Posted - 2010.07.08 11:21:00 -
[12]
Brilliant, thanks all this is exactly the info I was after.
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foksieloy
Minmatar Universal Army Ushra'Khan
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Posted - 2010.07.09 06:03:00 -
[13]
Originally by: Matalino Grouped turrets now deal exactly the same damage as ungrouped turrets. The differences that appear in the combat log are limited to the flavor text assigned to various quality hits. Just as it is less likely that a group of turrets will all score wrecking hits in the same volley, it is less likely that a group of turrets will all miss in the same volley. As such, grouped turrets tend to report far more average quality hits than either high or low quality hits.
Thank you for the clarification. _______________________ Drink Eau du Nichup«, the taste of heaven. Now available as Nichup Citrus« as well! |
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