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Leana Akachi
Caldari
Posted - 2011.09.02 12:41:00 - [1]
 

Well, after some EFT playing and in-game stats testing, i am conflicted about falloff and optimal.
Lets take the Mach with ACs for example, standard fit 800mm, 3-4 gyros + 3 tracking as usual (standard L4 skills applied) gets 4km optimal and falloff at 55km.
How does that work with dmg applied? I do max dmg at 4km and it drops toward 55km, or what?

I know ACs are close combat weapons, but the larger the weapons more range i should get. Then again, mostly everyone puts a AB on Mach to get closer fast, gotta be a reason for that Smile


Cable Udan
Caldari
Posted - 2011.09.02 12:52:00 - [2]
 

Firing at Optimal Range (or under) -> hit 100% of the time.
Firing at Optimal Range + Falloff -> hit 50-100% of the time.
Firing at Optimal Range + 2xFalloff -> hit 0-50% of the time
Firing at Optimal Range + More than 2xFalloff -> Hit 0% of the time.

Leana Akachi
Caldari
Posted - 2011.09.02 13:07:00 - [3]
 

Edited by: Leana Akachi on 02/09/2011 13:12:53
Originally by: Cable Udan
Firing at Optimal Range (or under) -> hit 100% of the time.
Firing at Optimal Range + Falloff -> hit 50-100% of the time.
Firing at Optimal Range + 2xFalloff -> hit 0-50% of the time
Firing at Optimal Range + More than 2xFalloff -> Hit 0% of the time.



So it means that i always do same dmg, i just have a less chance to hit the target? Or dmg also drops depending on range?
How does it affect grouped turrets? In grouped mode 3 turrets hit, rest of them miss, or does it even work this way?

Tnx for the answer.

Cable Udan
Caldari
Posted - 2011.09.02 13:15:00 - [4]
 

Originally by: Leana Akachi
Originally by: Cable Udan
Firing at Optimal Range (or under) -> hit 100% of the time.
Firing at Optimal Range + Falloff -> hit 50-100% of the time.
Firing at Optimal Range + 2xFalloff -> hit 0-50% of the time
Firing at Optimal Range + More than 2xFalloff -> Hit 0% of the time.



So it means that i always do same dmg, i just have a less chance to hit the target?
How does it affect grouped turrets? In grouped mode 3 turrets hit, rest of them miss, or does it even work this way?

Tnx for the answer.


Optimal+Falloff only affects your chance to hit, yes.

The amount of damage you do is reliant on transversal, turret tracking speed and the turrets signature vs. the target ship signature.

This link will help explain all things turret to you. Hope I could be of some help.

Arabelli Tanis
Posted - 2011.09.02 13:21:00 - [5]
 

Originally by: Cable Udan
The amount of damage you do is reliant on transversal, turret tracking speed and the turrets signature vs. the target ship signature.


Also your damage type(s) vs the target's resistances to those damage types. Wink

Drykor
Minmatar
Aperture Harmonics
K162
Posted - 2011.09.02 13:46:00 - [6]
 

Originally by: Cable Udan
Originally by: Leana Akachi
Originally by: Cable Udan
Firing at Optimal Range (or under) -> hit 100% of the time.
Firing at Optimal Range + Falloff -> hit 50-100% of the time.
Firing at Optimal Range + 2xFalloff -> hit 0-50% of the time
Firing at Optimal Range + More than 2xFalloff -> Hit 0% of the time.



So it means that i always do same dmg, i just have a less chance to hit the target?
How does it affect grouped turrets? In grouped mode 3 turrets hit, rest of them miss, or does it even work this way?

Tnx for the answer.


Optimal+Falloff only affects your chance to hit, yes.

The amount of damage you do is reliant on transversal, turret tracking speed and the turrets signature vs. the target ship signature.

This link will help explain all things turret to you. Hope I could be of some help.


I don't have the link right now but there's been a long statistical analysis on combat log files that showed that hit quality also decreased in falloff, so in effect at optimal + falloff you only did around 40% damage.

Cable Udan
Caldari
Posted - 2011.09.02 14:37:00 - [7]
 

Originally by: Drykor
I don't have the link right now but there's been a long statistical analysis on combat log files that showed that hit quality also decreased in falloff, so in effect at optimal + falloff you only did around 40% damage.


I'd be very much interested in seeing this link as every source I've read has said that the only factor Optimal+Falloff affects is the hit%.

Perhaps the loss in damage you mentioned is simply down to hitting less and thus doing less dps?

Tippia
Caldari
Sunshine and Lollipops
Posted - 2011.09.02 15:43:00 - [8]
 

Edited by: Tippia on 02/09/2011 15:42:44
It works like this:
Please visit your user settings to re-enable images.

Both tracking and range is fed into the same chance-to-hit formula, but range alone doesn't affect anything until you get into falloff (it still matters for determining the angular velocity of a moving target, but mixed in with speed and direction and all that).

Your hit quality is pretty closely tied to that chance to hit: the quality for any one shot is determined by the “die roll” +0.5, and since you start missing if your die roll is too high, lower CTH also lowers your max hit quality. At 100% chance to hit, the max hit quality is ×1.5; at 1% chance to hit, it's ×0.51 (well… before we get into the whole mess of wrecking shots — technically, at 1% chance to hit, you will only ever get a hit quality of ×3).


 

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