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Vaklor Danari
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Posted - 2007.07.02 21:24:00 -
[1]
Edited by: Vaklor Danari on 02/07/2007 21:24:00 Edited by: Vaklor Danari on 02/07/2007 21:23:02 I've been trying to figure out the max range for a moa with hybrid turrets and the different types of ammo available modified by skills, but somehow the math I came up with doesn't seem quite right due to how close the ranges are.
here's the formula I cooked up:
(turret_base_range-/+ammo_range_modifier) + (turret_base_range(moa_range_bonus*cruiser_levels)) + (turret_base_range(sharpshooter_bonus*levels_trained)) = max_range
Is that even close to right?
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Scipio Serpentii
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Posted - 2007.07.02 21:31:00 -
[2]
Originally by: Vaklor Danari Edited by: Vaklor Danari on 02/07/2007 21:24:00 Edited by: Vaklor Danari on 02/07/2007 21:23:02 I've been trying to figure out the max range for a moa with hybrid turrets and the different types of ammo available modified by skills, but somehow the math I came up with doesn't seem quite right due to how close the ranges are.
here's the formula I cooked up:
(turret_base_range-/+ammo_range_modifier) + (turret_base_range(moa_range_bonus*cruiser_levels)) + (turret_base_range(sharpshooter_bonus*levels_trained)) = max_range
Is that even close to right?
No idea if your math is right. But quickfit will show you ranges as you swap ammo. No need to self calc.
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xenodia
Gallente Shadowrun Company
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Posted - 2007.07.02 21:32:00 -
[3]
Most accurate method:
Right click Moa Select "Make Active" Right click desired hybrid turret(s) Select "fit to active ship" Load desired ammo types Right click hybrid turret (while its on ship) select "show info"
Im sure someone can cough up some complicated forumula that (they think) will duplicate the exact method that EVE uses to calculate ranges, but in my observation those are rarely 100% accurate. When you are dealing with a situation where the actual ranges will be pretty close like this, you could spend more time trying to work out the math than it would take to simply fit the things and see exactly what EVE says your range will be.
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Mona X
Caldari C0VEN
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Posted - 2007.07.02 21:33:00 -
[4]
Try Turret base range * skill modifier * ship modofier * ammo modifier etc.
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Vaklor Danari
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Posted - 2007.07.02 21:35:00 -
[5]
Originally by: xenodia Most accurate method:
Right click Moa Select "Make Active" Right click desired hybrid turret(s) Select "fit to active ship" Load desired ammo types Right click hybrid turret (while its on ship) select "show info"
Im sure someone can cough up some complicated forumula that (they think) will duplicate the exact method that EVE uses to calculate ranges, but in my observation those are rarely 100% accurate. When you are dealing with a situation where the actual ranges will be pretty close like this, you could spend more time trying to work out the math than it would take to simply fit the things and see exactly what EVE says your range will be.
I would, but no Moa just yet (in a couple days once cruiser three finishes training), as just running some theory and the calculation seemed off (1.1km difference between antimatter and Iron seemed kinda odd).
I'll try the Quickfit route though, thanks.
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Julius Romanus
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Posted - 2007.07.02 22:01:00 -
[6]
Originally by: Vaklor Danari
Originally by: xenodia Most accurate method:
Right click Moa Select "Make Active" Right click desired hybrid turret(s) Select "fit to active ship" Load desired ammo types Right click hybrid turret (while its on ship) select "show info"
Im sure someone can cough up some complicated forumula that (they think) will duplicate the exact method that EVE uses to calculate ranges, but in my observation those are rarely 100% accurate. When you are dealing with a situation where the actual ranges will be pretty close like this, you could spend more time trying to work out the math than it would take to simply fit the things and see exactly what EVE says your range will be.
I would, but no Moa just yet (in a couple days once cruiser three finishes training), as just running some theory and the calculation seemed off (1.1km difference between antimatter and Iron seemed kinda odd).
I'll try the Quickfit route though, thanks.
No worries, I've been using it to number crunch the exact same way while I train up for my Int. Quickfit may be almost as fun as eve sometimes...
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Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
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Posted - 2007.07.02 23:55:00 -
[7]
Edited by: Neuromandis on 02/07/2007 23:54:55 If you MUST calculate it yourself, it's ridiculously easy.
Start with the TURRET you wish to fit. (say, 10km optimal) Multiply by SHIP bonus (say 40%), SHARPSHOOTER skill bonus (say 20%) and you have a base for your turret
In this case your "base" range (in case of hubrids, that is your range with Lead ammo), 10km*1,4*1,2=16.8km
Antimatter is -50% range: 16.8km*0.50=8.4km Lead (as we said) = 0% : 16.8km Iron is +60% range: 16.8*1.6=26.88km
Clear enough?
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