How is jamming calculated?

A ship is in the sights of a missile with 100% jamvuln, and they have the appropriate jammer (say, with a 50% jamming capability.
Say a weapon has a 50% jamvuln and it is following the same ship. Does the second weapon have half the chance of being jammed?
Is the jamming chance calculated as (Jamvuln/jamming)(some constant or somesuch) or (Jamvuln - jamming)(some constant or somesuch)? The former would be very desirable over the latter for making more interesting possiblilities in missiles.
Thanks
-Az

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Quote

From Matt Burch:
**Well, basically it works like this, for each of the four jamming types:

Each ship's ECM value (i.e. jamming ability) is its inherent attribute govt
(zero for ships with no inherent attribute govt) jamming ability plus all the
ECM modifiers granted by the various outfit items on the ship. This value is
constrained to the range 0-100.

Each newly-created guided shot's ECM vulnerability is a random number between 0
and the jamming vulnerability of that weapon type, with a maximum of 100.

If the target ship's ECM is greater than 100 minus the guided shot's jamming
vulnerability, the shot is jammed and will fly off course, go dead, or whatever
it's set up to do. So, jamming will happen more often with weapons with high
jamming vulnerability values, or ships with high ECM values.

All four jamming types are handled equally and independently; there is no
"bonus" for any particular jamming type, and different jamming/vulnerability
types do not interact.

mcb**

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ooooh. Thanks.
-Az

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Rewording slightly, if jammer strength + random vulnerability > 100, jamming occurs. So a 50 jammer and 50 missiles will result in no jamming. Explains why the stuff I was playing with never worked. Time to go check Class4Nova is working okay then. Bet the jamming is way off what I was hoping for.

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