Difference between revisions of "PvP EVE Math"

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(Turret Damage)
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==Turret Damage==
 
==Turret Damage==
 
[[Image:Opt28xFalloff.jpg|frame|center|Testing showing 100% of hits are 'wrecking' hits]]
 
[[Image:Opt28xFalloff.jpg|frame|center|Testing showing 100% of hits are 'wrecking' hits]]
[[Image:PerShotAveDamage.jpg|frame|center|Average damage per attempted shot when chance to hit is >1%]]
+
[[Image:PerShotAveDamage.jpg|frame|center|Average damage per attempted shot when chance to hit 'z' is >1%]]
[[Image:PerShotAveDamageLow.jpg|frame|center|Average damage per attempted shot when chance to his is <1%]]
+
[[Image:PerShotAveDamageLow.jpg|frame|center|Average damage per attempted shot when chance to hit 'z' is <1%]]
  
 
==Missile Damage==
 
==Missile Damage==

Revision as of 01:04, 24 July 2009


This document is a draft for updating the EVE PvP math found in several different wiki articles. Please contact Ged Hawkins for comments, suggestions, or to report inaccuracies.

Turret Chance to Hit

Chance for turret to hit when target is BEYOND optimal range
Chance for turret to hit when target is WITHIN optimal range

Turret Damage

Testing showing 100% of hits are 'wrecking' hits
Average damage per attempted shot when chance to hit 'z' is >1%
Average damage per attempted shot when chance to hit 'z' is <1%

Missile Damage

The greatest penalty to missile damage is chosen

Lock time

Locking time in seconds

ECM Chance to Jam

Chance for an ECM module to land a jam
Chance for AT LEAST one ECM module to land a jam
Chance for AT LEAST one ECM module to land a jam, if all modules are the same

To Do

  • test image sizes
  • paste in text
  • simple examples
  • future possibilities for DPS simulation