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Enilonee
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Posted - 2011.02.25 19:35:00 -
[1]
Edited by: Enilonee on 25/02/2011 19:36:06 So i wondered which ammo would be best for which distance. As base damage AND falloff are different depending on which ammo you use, this isn't quite as straigtforward as some might think.
I used Ammo info from here and the formulas from here.
My calculations can be found in this MS Excel file.
My findings summarized in a chart:
What do those numbers mean? The horizontal axis shows the distance your target is beyond your optimal in percent of your weapons unmodified falloff. The vertical axis shows the relative average damage. Tracking/Signature are not being considered, as these do not depend on which ammo you use. (So i stripped them out of the formulas)
I used the values for small charges, but as medium/large charges damage are just a multiple of that the numbers still apply.
So these are the distances (again in percent of your weapons falloff without considering optimal) for which a specific ammo is best: Antimatter: 0-24% Plutonium: 24-35% Uranium: 35-47% Thorium: 47-64$ Lead: 64-67% Iridium: 67-93% Tungsten: 93-131% Iron: >131%
A little example: 125mm Railgun I Falloff: 5000m Optimal: 9000m
24% of 5000m = 1200m 1200m + 9000m = 10200m So up to 10200m total distance Antimatter is the best choice in ammunition.
35% of 5000m = 1750m 1750m + 9000m = 10750m So at 10750m (and a little above) Uranium seems to be the best choice. In between 10200 and 10750m Plutonium does the most damage.
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Shoogie
Serious Pixels
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Posted - 2011.02.25 21:49:00 -
[2]
Ah, there's one rather major problem in your calculations.
Different ammo changes the OPTIMAL range of your weapon, not the Falloff.
So on your 125mm Railgun I, with optimal of 9000 and falloff of 5000, Antimatter is best out to about 5000 meters. I'd like to see your new graphs when that is changed.
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Enilonee
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Posted - 2011.02.25 22:11:00 -
[3]
Edited by: Enilonee on 25/02/2011 22:11:36 Awww crap. I'll just rework the Excel-sheet then, so it'll calculate the graphs for supplied optimal/falloff values.
Thanks for pointing that out though :)
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Cambarus
Thunderfury Blessed Blade of the Windseeker
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Posted - 2011.02.26 03:22:00 -
[4]
you do know that EFT can make these graphs for you yeh? |
Helen Hunts
Gallente Red Dragon Mining inc Red Dragon Industries
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Posted - 2011.02.26 04:19:00 -
[5]
It also looks like you need the proper definition of Falloff and Optimal.
Optimal range is the max distance to always get a hit (ignoring tracking/size issues)
Falloff is the distance BEYOND Optimal.
At Optimal + Falloff, you have a 50% chance of hitting the target. Hit quality suffers. Past this range, hit odds and quality go downhill fast. At Optimal + 2x Falloff, the hit chance is... not good. (Near zero) You'll do better buying lottery tickets.
For any given turret, the falloff will NOT vary with ammo. (excluding some of the T2 stuff) Optimal range IS affected by ammo.
To follow the example you started with, the 125mm railgun Optimal 9k, Falloff 5k
With Antimatter, your optimal gets cut by 50%, for an Optimal range of 4,500m. At 4,500m + the standard 5k falloff, you'll have a ~50% hit rate at 9,500m. At 4,500m + 2x falloff, your absolute max range to hit is 14,500m. (Don't hold your breath) _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |
Enilonee
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Posted - 2011.02.26 09:31:00 -
[6]
Originally by: Cambarus you do know that EFT can make these graphs for you yeh?
I didn't know. But EFT doesn't seem to be able to show multiple graphs for different kinds of ammo.
Originally by: Helen Hunts It also looks like you need the proper definition of Falloff and Optimal.
It rather looks like you should read through this thread again carefully. I know exactly what optimal/falloff distances do - i just screwed up the bonus (as i applied it to the falloff) at the first try.
The wiki article about hit chances also details, that at 50% hit chance you only get 40% dps. These graphs (post 3!) are showing average damage - not hit changes.
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