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Sornelia
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Posted - 2008.07.05 23:21:00 -
[1]
Hi, I have a tracking of 0.06 (after skills) for a specific set up, but I don't have a clue how "good" this tracking is. Is it enough to kill orbiting NPC cruisers at let's say 20km range? If not, how would you rate it?
Is there a list/guide of figures vs. NPC types? Because all guides I found only deal with the calculations. I know, it is s very rough estimate, but better than nothing for total beginners.
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Jarden
Gallente The Galactic Empire
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Posted - 2008.07.05 23:31:00 -
[2]
perhaps that can help you http://www.eve-online.com/guide/en/g61_5.asp
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Sornelia
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Posted - 2008.07.05 23:43:00 -
[3]
Very nice, thank you. 
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Sakura Nihil
Stimulus
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Posted - 2008.07.06 05:02:00 -
[4]
Its not horrible, my Blaster Dominix gets a tad above that and it can track cruisers and up pretty well.
I doubt you'll do alright against frigates though, plan accordingly.
Click me! You know you want to... |

Jurgen Cartis
Caldari Interstellar Corporation of Exploration Nex Eternus
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Posted - 2008.07.07 05:59:00 -
[5]
Use the tracking guide someone above me linked. However, a tracking number is actually useless without the corresponding signature resolution of the guns. I'll assume they're large blasters or autocannons though, since the tracking you quoted lines up with them.
With appropriate ammo loaded, you should hit NPC cruisers at 20km that have relatively low traversal velocities (under 300-400 or so). Closer ones will elude your fire (a cruiser with an ANGULAR velocity of ~0.02 or higher will be hit less than 50% of the time, but 50% may be all you need).
As for frigates, if they aren't speeding straight at you, forget it and let the drones handle them. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.07.07 06:24:00 -
[6]
If angular or target equals gun tracking, target is in optimal range or closer and your guns have a sig resolution identical to the target's sig radius, you have a 50% chance to hit, dealing (in the long term) about 40% of "nominal" DPS (due to the lower overall quality of shots). Only if the target has zero angular (and everything else is the same as above) do you get 100% chance to hit.
_
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Sornelia
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Posted - 2008.07.08 16:32:00 -
[7]
@Akita T
Thank you. So if tracking is twice as large as angular, the hit chance is about 85% and if four times larger 95%.
Also, I think the formula for the flash guide (and hopefully EVE) is:
Hit chance = 0.5^(transversal speed/range*tracking * 1/1000 * weapon signature/ship signature)^2
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.07.08 17:25:00 -
[8]
Originally by: Sornelia Hit chance = 0.5^(transversal speed/range*tracking * 1/1000 * weapon signature/ship signature)^2
That is correct if transversal speed is in meters and range is in kilometers.
If you use the same units for both transversal and range the equation simplifies to:
Hit Chance = 0.5^(((transveral speed*weapon signature)/(range*tracking*ship signature))^2)
The formula for DPS is:
DPS = ( hit chance^2 + hit chance + 0.0499 ) / 2
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Sornelia
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Posted - 2008.07.08 17:38:00 -
[9]
Ah, I messed up the units... used km instead of meters, thx.^^
The DPS calculation looks a bit odd. Is there a mathematical system behind the formula that I do not recognize/know or is it just an approximation from collected sample data?
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.07.08 17:53:00 -
[10]
Edited by: Matalino on 08/07/2008 18:01:40
Originally by: Sornelia The DPS calculation looks a bit odd. Is there a mathematical system behind the formula that I do not recognize/know or is it just an approximation from collected sample data?
It is integrated from the quality of hits.
Each hit will do between 50% and chance to hit + 50% of your base damage. The probablity is evenly spread.
Wth a 100% chance to hit, you will deal between 50% and 150% of your base damage, making your average damage equal to your base damage.
With a 50% chance to hit, you lose out on your best quality hits: ie those in the 100% - 150% range. With those shoots that do hit dealing between 50% - 100% your average DPS will be 37.5% of your base damage: [chance to hit] * ([chance to hit] + 1) / 2.
As an additional complication to the forumal, the "worst" 1% of your shots are actually your best shots, because they become "wrecking" hits dealing 3x base damage. As such the real range of possible damage is 51% - 150% base for non-wrecking hits and 300% base damage for the 1% of shots that are wrecking hits.
If your chance to hit is less than 1% then your DPS = 3*[chance to hit].
If your chance to hit is better than 1% then your
DPS = [chance to hit] * ([chance to hit] + 1) / 2 - 0.00505 + 0.03
which simplifies to
DPS = ( [chance to hit]^2 + [chance to hit] + 0.0499 ) / 2
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Sornelia
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Posted - 2008.07.08 20:06:00 -
[11]
Very well explained, thank you |
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