Remove randomness in damage calculations, keep mechanics like tracking

copy paste of a email i sent to eve support and they told me to come here

Hi there

I recently noticed that the damage dealt to enemies and structures using turrets is slightly random.

Turret tracking, damage resistances, optimal range, all that still matters…

But when I was in range, not moving, attacking a npc structure in a mission that was also not moving, I was doing damage between 90 and 130, even though me and the structure were standing still, and none of the conditions in which I was shooting it in were changing.

0 velocity for structure and me
Turret tracking is perfect because neither of us are moving
In range
Using the same ammo the entire time
And other stuff

…But the damage is still different each time? I do damage ranging between 90 and 130. Sometimes 93. Sometimes 123. Sometimes 101.

But none of the factors that influence how much damage I do are changing, so why is the damage different each time instead of a consistent, single number, because none of the factors that influence how much damage I deal are changing, such as turret tracking, distance, damage type, resistances, etc…

Is it possible for you guys to remove RNG / Random Number Generation / Randomness from the math behind how much damage turrets and other weapons do?

So damage is based off actual gameplay mechanics, without any randomness, allowing for more consistent damage dealt, especially when both enemies are standing still and are not moving, such as a player attacking a structure with speed set to zero for both.

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They will have to remove crits (wrecking shots) as well if they did…which I would rather they not do. I like that missiles and turrets are different. I see no reason to homogenize weapons even more.

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Something like this was also brought up elsewhere recently. and dmg/cycle of guns…ect all run off of the background “tic” rate… which can lead to different numbers.

Randomness is part of actual gameplay mechanics.

Randomness is part of why you sometimes can get hit while other times shots miss you.

Randomness means you cannot cheese a fight flying in a frigate orbiting under someone’s guns in absolute safety, but that there still is a non-zero chance they get a wrecking shot on you.

Some randomness means wins are never guaranteed, and neither are losses guaranteed.

Randomness is realistic too.

Realistically some shots against an target will deal more others depending on where you hit their ship. While such details are too much for EVE to keep track of, (and too irrelevant too for the server to keep track of all ship internals and their function and status), adding some randomness to the damage is an efficient way to simulate some variation in damage of attacks.

I see no good reason to remove this randomness.