That's because multiple guns hitting the same target have no effect on the probability. You don't get to apply cumulative distribution because the success or failure of any given "shot" has no effect on any other "shot" taken before, during, or after. And since the calculations are done on a salvo basis per BFC you don't get to apply hypergeometric distribution either, in otherwords whether you have 1 gun firing at 1 missile out of 10 or 10 guns firing at 1 missile out of 10 makes no difference, if the one missile is destroyed or has no effect on the other 9, the targeting is not dynamic WITHIN a salvo.
You're sure of that? That doesn't seem consistent with the changelog : "A fire control in this mode will continue to fire on incoming salvos as long as it has unfired weapons remaining. Each individual weapon or turret will only be able to engage a single salvo. This means point defence ships no longer need a large number of fire control systems, although there is still a design choice in terms of redundancy."
Seems to me it indicates a sequential calculation.Something like that : One gun shoot, if it hits, remove one missile of the salvo. If the salvo is empty, next salvo. Next gun.
What makes you think it's doing something else? You experimented?
EDIT: also that in the changelog : "Point Defence Fire Control
VB6 has a restriction that each fire control can only engage a single target during point blank fire. I've removed that restriction for C#. Each weapon can still only engage a single salvo.
In VB6, missiles moved in descending order of speed. In C# that has changed to descending order of speed then by descending order of salvo size, so the largest salvos of the same type of missile will move first. Consequently, your point defence will engage the largest salvos first."