
W0lf Crendraven
Welfcorp
442
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Posted - 2016.08.02 05:39:32 -
[4] - Quote
elitatwo wrote:W0lf Crendraven wrote:Dps aready takes dps spread into account, and drone dps is actually lower then paper unlike gun dps which is slightly higher. dps is first and foremost a value, nothing more. And second, I said fitting screen and no, it does not.
Thats totally meaningless, every stat is a value.And it does. Statement such as Quote: In other words the same Stratios can have up to 3x 462dps - ouch. are hypethical true but getting 3 wrecking hits at once is suuuper unlikely and in normal same size hull fights not that meaningfull, in actual dps terms thats at most 5% in super fast fights. Claiming that you can get that overall (which dps is) is just false.
And assuming that the strat actually does 1.6 times the paper dps? Thats just wrong, if anything you do less then paper. You are just as likely to get 3 lowrolls in a row as 3 highrolls. The only ship that does more dps then paper in any meaningfull manner is a small arty ship in same size hull fights and thats due to guns being frontloaded and fights being over in 2 shots.
Yes you can do more damage per shot then 100% but you can also do less, this evens out to 100% overall so unless the fight is over in one or 2 shots it doesnt really matter.
To quote good old eve uni
Quote: The damage from turrets always has a random factor in it, this is built into the game and can't be avoided. Under ideal conditions, when your hit chance is 100%, the damage done by your turrets will be inside an interval of 50% to 150% of your average damage (your target's resistance will reduce the damage done too). However, things are different when your hit chance decreases. Not only will you have a chance to miss your target, which means no damage done. But also, the damage interval will change as well. That interval is actually from 50% but only up to (50% + hit chance). So if your hit chance is 70%, not only will you miss a few shots, the shots that do hit are now in the damage interval of 50% to 120%. There are thus two simultaneous factors that reduce your damage when your chance to hit goes down. (This description has two tiny intentional errors in it that were used to help explain this concept more easily: the first error is that the damage interval is spread around what is known as base damage, the second error is that the percent interval only has 99 units, more details can be found in the second part below).
The random damage distribution
At the heart of a turret's damage output is a single randomly generated value between 0 and 1 that is several digits long, something like 0.317226. This random number is used both to determine if the turret hits the target and then to determine how much damage the hit actually did. Should the randomly generated number be less than 0.01 (1% chance), it will be a perfect hit (aka "wrecking"). A wrecking hit always deals exactly three times the base damage, exactly, there is no random element in damage from perfect hits. The thing about perfect hits is that they always occur as long as that random number was lower than 0.01 and at the same time lower than the hit chance. So perfect hits are not scored by 1% of the shots that can hit, but by 1% of all hits and misses taken together. This means that if your chance to hit is 1% or less, you will either hit perfectly or you will miss, with no normal hits. The raw damage dealt by a turret is calculated by taking the randomly generated number that resulted in a hit, adding 0.49, and multiplying this sum with the turret's base damage. Since the first 1% of the random value is used for perfect hits, normal hits have a damage spread between 0.50 to 1.49, or 50% to 149% of the base damage, or in the case of perfect hits always exactly 300% of the base damage. This number will then be reduced accordingly by the target's damage resistances in order to obtain the final damage number. The quality of a non perfect hit will be described by the value of the random number + 0.49, ranging from barely scratching (least damage) to excellent (highest damage). Hit descriptionRandom damage modifier Barely scratches0.500GÇô0.625 Hits lightly0.625GÇô0.750 Hits0.750GÇô1.000 Well aimed1.000GÇô1.250 Excellent1.250GÇô1.490 Perfectly3.000 A turret with a 100% hit chance will see a natural and unavoidable damage spread between 50% to 149% of its base damage for normal hits, and will always do exactly 300% of its base damage on perfect hits. A turret with a 75% hit chance will have a damage spread of 50%GÇô124% on normal hits and do 300% on perfect hits, so with a 75% hit chance there can be no excellent hits because they are now turned into misses. Example: A small gatling laser turret fires on target. The chance to hit is 0.8981. The EVE server rolls a random number between 0 and 1, and gets 0.6573GÇöthis is less than the chance to hit so the shot lands on the target. At this point 0.49 is added to the random number which then becomes 1.1473. The turret had a damage multiplier of +ù2.1 and the ammo does 4 EM and 2 Thermal, so the base damage is 2.1 multiplied with 6 (4+2), which is 12.6. After multiplying this with the random number we get the raw damage, which is 1.1473 +ù 12.6 = 14.456. This damage will become lower when resistances have been accounted for. In the combat log the hit will be described as "well aimed."
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