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== Overview == Ingame, a weapon has the following stats: * Cost: How many resources the weapon requires in order to be built and operated. * Power Usage: How much power the weapon will consume when installed. * Type: What category of weapons this particular weapon belongs to. * Damage: How much damage the weapon will deal per hit if it hits its target at 100% efficiency. * Cooldown: After attacking, every weapon has a mandatory time delay it has to go through before it can attack again. * Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. Certain weapons are easier to aim than others. * Tracking: How much of the target's evasion the weapon will ignore when firing at its target. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. * Range: The maximum effective firing distance of the weapon. A target must be within this firing range in order for a weapon to be able to engage it * Average Damage: How much damage the weapon will deal per in-game day, assuming every shot hits the target with 100% efficiency. * Damage multiplier: How effective the weapon is against a given type of defense. Many weapons come in multiple sizes. Larger sizes have {{red|lower}} {{iconify|tracking}}, but {{green|greater}} {{iconify|weapons range}} and high raw damage while smaller sizes conversely have {{green|higher}} {{iconify|tracking}} and {{green|higher}} {{iconify|ship accuracy}} but {{red|lesser}} {{iconify|weapons range}} and low raw damage. Compared to a {{icon|slot s}} small weapon, a {{icon|slot l}} large weapon typically has about 50% less {{iconify|tracking}}, 200% more range, and deals about 150% more damage per size. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, faster ships. <!-- The tables below also utilize normalized DPS (damage per sol) value in one of their columns, which is calculated as follows: * Divided by slot size. * Using base accuracy versus 0% evasion. * Weighted sum against 50% hull, 25% armor, and 25% shield. * Penetrated hit point types are subtracted from the denominator, i.e. penetrating either armor or shield divides by 0.75, penetrating both divides by 0.5. This is intended to give an estimate of the weapon's overall effectiveness, but only a very rough one; performance in practice depends on many other factors. The computation above for normalized DPS can be expressed with this simplified formula: <math> \text{Normalized DPS} = \frac{ \text{Average Damage} \cdot \text{Accuracy} \cdot \Bigl ( 50\% \cdot \text{Hull}_\text{Damage Modifier} + 25\% \cdot \bigl ( \left ( 1 - \text{Armor}_\text{Penetration} \right ) \cdot \text{Armor}_\text{Damage Modifier} + \left ( 1 - \text{Shield}_\text{Penetration} \right ) \cdot \text{Shield}_\text{Damage Modifier} \bigr ) \Bigr ) }{ \text{Cooldown} \cdot \text{Slot Size} \cdot \bigl ( 1 - 25% \cdot \left ( \text{Armor}_\text{Penetration} + \text{Shield}_\text{Penetration} \right ) \bigr ) } </math><br> {| class="toccolours mw-collapsible mw-collapsed" | The simplified formula for Normalized DPS unfactored: |- | style="padding: 2em 1em;" | <math> \begin{align} \text{Hit Chance} & = max(0, \text{Accuracy} - max(0, 0\% - \text{Tracking})) = \text{Accuracy}\\[1em] \text{Denominator} & = 1 - 25% \cdot \text{Armor}_\text{Penetration} - 25% \cdot \text{Shield}_\text{Penetration} \\[1em] \text{Weight} & = \frac{50\%}{\text{Denominator}} \cdot \text{Hull}_\text{Damage Modifier} \\[0.5em] & + \frac{25\%}{\text{Denominator}} \cdot \text{Armor}_\text{Damage Modifier} \cdot \left ( 1 - \text{Armor}_\text{Penetration} \right )\\[0.5em] & + \frac{25\%}{\text{Denominator}} \cdot \text{Shield}_\text{Damage Modifier} \cdot \left ( 1 - \text{Shield}_\text{Penetration} \right )\\[1em] \text{Normalized DPS} & = \frac{\text{Average Damage}}{\text{Cooldown}} \cdot \frac{1}{\text{Slot Size}} \cdot \text{Hit Chance} \cdot \text{Weight} \cdot \frac{1}{\text{Denominator}} \end{align} </math> |} {| class="toccolours mw-collapsible mw-collapsed" | Formula for Normalized DPS but with variable evasion and weights for hull, armor, and shield: |- | style="padding: 2em 1em;" | <math> \begin{align} \text{Hit Chance} & = max(0, \text{Accuracy} - max(0, \text{Evasion} - \text{Tracking}))\\[1em] \text{Denominator} & = \text{Hull}_\text{Weight}\\[0.5em] & + \text{Armor}_\text{Weight} \cdot \left ( 1 - \text{Armor}_\text{Penetration} \right)\\[0.5em] & + \text{Shield}_\text{Weight} \cdot \left ( 1 - \text{Shield}_\text{Penetration} \right )\\[1em] \text{Weight} & = \frac{\text{Hull}_\text{Weight}}{\text{Denominator}} \cdot \text{Hull}_\text{Damage Modifier}\\[0.5em] & + \frac{\text{Armor}_\text{Weight}}{\text{Denominator}} \cdot \text{Armor}_\text{Damage Modifier} \cdot \left ( 1 - \text{Armor}_\text{Penetration} \right )\\[0.5em] & + \frac{\text{Shield}_\text{Weight}}{\text{Denominator}} \cdot \text{Shield}_\text{Damage Modifier} \cdot \left ( 1 - \text{Shield}_\text{Penetration} \right )\\[1em] \text{Normalized DPS} & = \frac{\text{Average Damage}}{\text{Cooldown}} \cdot \frac{1}{\text{Slot Size}} \cdot \text{Hit Chance} \cdot \text{Weight} \cdot \frac{\text{Hull}_\text{Weight}+\text{Armor}_\text{Weight}+\text{Shield}_\text{Weight}}{\text{Denominator}}\\[1em] \end{align} </math> |- | With the above formula you can input your target's evasion and hull/armor/shield hitpoints as the weights.<br>(e.g. Evasion = 0%, Hull<sub>Weight</sub> = 250, Armor<sub>Weight</sub> = 125, Shield<sub>Weight</sub> = 125) |} -->
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