Difference between revisions of "Talk:Turret damage"
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How does this formula handle 0 range? | How does this formula handle 0 range? | ||
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+ | == Turret Damage Formula == | ||
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+ | Hopefully someone can clarify, but it seems there might be an error in the chance to hit formula. It would appear that you would want to subtract the ((RangeToTarget-TurretOptimalRange)/TurretFalloff)^2 from the Transversal Speed portion, not add to it. The current formula would seem to allow for a Range to Target of any number (ex. 100000 Km) and you would only be adding to the chance to hit. Whereas if you were to subtract that amount, then any value above 0 would penalize the chance to hit. And any value above 0 would represent a range outside of optimal. | ||
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+ | If I'm wrong I apologize, but I would be very greatful if someone could please explain why. |
Revision as of 13:24, 19 September 2013
Zero Range
How does this formula handle 0 range?
Turret Damage Formula
Hopefully someone can clarify, but it seems there might be an error in the chance to hit formula. It would appear that you would want to subtract the ((RangeToTarget-TurretOptimalRange)/TurretFalloff)^2 from the Transversal Speed portion, not add to it. The current formula would seem to allow for a Range to Target of any number (ex. 100000 Km) and you would only be adding to the chance to hit. Whereas if you were to subtract that amount, then any value above 0 would penalize the chance to hit. And any value above 0 would represent a range outside of optimal.
If I'm wrong I apologize, but I would be very greatful if someone could please explain why.