0.1 (the minimum hit chance defined in GalCiv3GlobalDefs)
Good find, thanks.
is necessarily a 10% increase in accuracy; these are instead 10 percentage point increases in accuracy.
Ok, guilty as charged. I talk to Stardock about the meaning of percentages and then I am inconsistent in in my own definitions. Let's math again:
The duration of a ship shooting (i.e. from the point in time of it starting to shoot until it dies or the battle ends) is denoted T (ignore range).
We will judge the value of a ship by the the total damage DT caused by its components over the time T (ignore fleet boosters, ignore logistics cost, ignore production cost, etc.). It is given by:
DT = DPS_E * T
where DPS_E is the average damage per second. It is given by the function:
DPS_E (D,AS,ACC,EV) = D*AS*(ACC-EV)
where D = d*Nd is the damage per salvo from Nd weapons with d damage per hit, AS is the attack speed, ACC is the accuracy value in percentage points and EV is the evasion value in percentage points. ACC-EV is bounded from below by 0.1 and from above by 1.0.
We will now consider situations where T is constant (i.e. no change in defensive components etc. and DPS_E is proportional to DT by which we judge the value of a ship). We want to investigate the EV dependence of changing only one of the modifiers ACC, D and AS by calculating the change of DPS_E:
DeltaDPS_E = DPS_E [new] - DPS_E [old]
with:
DPS_E [old] = DPS_E ( D = D_0 , AS = AS_0 , ACC = ACC_0 , EV )
and DPS_E [new] defined according to the argument investigated.
Case I) Damage
DPS_E [new] is given by DPS_E ( D = D_0 + DeltaD , AS = 0, ACC = ACC_0 , EV )
therefore we get:
DeltaDPS_E,D = DeltaD*AS_0*(ACC_0-EV)
which is a function of EV.
Case II) Attack speed
DPS_E [new] is given by DPS_E ( D = D_0 , AS = AS_0 + DeltaAS , ACC = ACC_0 , EV )
(footnote [1]) therefore we get:
DeltaDPS_E,AS = D*DeltaAS*(ACC_0-EV)
which is a function of EV.
Case III) Accuracy modifier
DPS_E [new] is given by DPS_E ( D = D_0 , AS = 0 , ACC = ACC_0 + DeltaACC , EV)
therefore we get:
DeltaDPS_E,ACC = D*DeltaACC
which is not a function of EV.
Influence of EV:
High values of EV will reduce both DeltaDPS_E,D and DeltaDPS_E,AS linearily but leave DeltaDPS_E,ACC unchanged.
For given modifiers DeltaD and DeltaACC and (ACC-EV) in the interval [0.1 , 1.0] there is a value of EV_0 at which DeltaDPS_E,ACC = DeltaDPS_E,D, it is given by:
DeltaDPS_E,ACC = DeltaDPS_E,D (EV_0)
D*DeltaACC = DeltaD*AS_0*(ACC_0-EV_0)
EV_0 = ACC_0 - D*DeltaACC/DeltaD/AS_0
Below that value DeltaDPS_E,D > DeltaDPS_E,ACC and above it DeltaDPS_E,D < DeltaDPS_E,ACC.
The argument for AS is analogous.
If one now determines whether when DeltaDPS_E,AS is the preferable choice over DeltaDPS_E,D, one will solve:
DeltaDPS_E,D < DeltaDPS_E,AS
DeltaD*AS_0*(ACC_0 - EV) < DeltaAS*D_0*(ACC - EV) | use (ACC_0 - EV) =/= 0
DeltaD*AS_0 < DeltaAS*D_0 | use AS_0 , D_0 =/= 0
DeltaD/D_0 < DeltaAS/AS_0
Therefore determining whether an AS change or a damage change is preferable has nothing to do with evasion.
Conclusion:
It therefore should not be considered an action you take once you recognize you have to counter evasion. Therefor it is not a counter.
You would therefore want to compare a ship of N weapons without a booster to a ship of (N - 1) weapons with a booster
Above calculation does exactly that with N = Nd + n where n is determined by the value of DeltaD = n*d.
[1] I am ignoring here, that the actual ingame math actually rather works like AS_0/(1-DeltaAS) then AS_0+DeltaAS, this is unconsequential, since there is an DeltaAS' that corresponds to the change for the real ingame math. The AS values should therefore not be confused with AS modifiers in the game.