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By: [ Editor ] Asked from France

Turrets hit table

Ok I am fairly used to the more "traditional" way of handling hits in MMORPGs, one roll or two roll tables, with hit miss, critical strike, vicious strike, glancing blow, parry, dodge and so on...

What about EvE Online ? How is it calculated ? I see sometimes that my guns barely hit my enemies, or land a well aimed strike against them.

What are the damage modifiers for those different types of hits ?

How is it decided what type of hit it's gonna be ?

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2 answers

  • 7

werner lucifer [ Editor ]

Here are more links and a short explanation of damage (see links if you need explanation of the hit chance formula).

If you hit the damage is directly calculated from the same server generated number (a seven digit number between 0-1) as the hit chance formula is tested against. If the random number is below 0.01 then it's a perfect hit and 3 times base damage. Otherwise you take the random number and add 0.49 and then multiply that with the base damage. Then for final damage you of course have to factor in the resistance of the target. Base damage is what your ammo does multiplied by the Damage Modifier (look in the info of the turret).

Eve Uni got a good wiki. Evelopedia is also ok.

These are the hit notifications you get, info from Eve Uni:

Hit description      Random damage modifier                                      Random server number
Wrecking             0.490 to 0.500 (special case, 3x the base damage instead)   0 to 0.01
Barely scratches     0.500 to 0.625                                              0.01 to 0.135
Hits lightly         0.625 to 0.750                                              0.135 to 0.26
Hits                 0.750 to 1.000                                              0.26 to 0.51
Well aimed           1.000 to 1.250                                              0.51 to 0.76
Excellent            1.250 to 1.490                                              0.76 to 1
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harlock
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That’s what I was looking for ;) thanks for the reply !

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  • 9

darinas [ Moderator ]

I posted an answer to a question about falloff and damage some time back, and it answers all your questions on the chance to hit. http://skilltrainingcomplete.com/questions/1143/please-explain-falloff-and-its-effect-on-damage/1145#1145

Basically, in ultra-slim summary, your turret's tracking, signature resolution, optimal and falloff values combine with your enemy's transversal velocity and signature radius to give a chance to hit. Then a random value is produced, and the damage multipliers are smaller ranges in the range of successful "to hit" values.

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darinas
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Werner’s link easily trumps mine, but if you are a math-o-phobe, then mine is probably a little simpler to read.

harlock
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Can’t mark both as answers (especially since comments cannot be set as answers).

My question was more related to the “quality” of the hits though, not about hitting or chances to hit ^^

darinas
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You mean the “well aimed” and “barely scratched” text? That is just flavour text relating directly to the amount of damage you did (compared to your maximum.) Only the perfect hit or the miss is anything special, as noted in the links.

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