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Lain Piero
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Posted - 2007.03.01 20:49:00 -
[1]
hello
the acc falloff of a ecm multispec II is 15 km, I have a skill that makes the falloff better by 10 % each. It is now on 21km
My optimal range is lets say 70km
That actually means the skill makes me worse?! Cause the ecm wokrs decently within a total range of 55km without skill and with skill the good range lies only between 49 km.
Can you explain this to me :(
thx
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Vir Hellnamin
Minmatar Gradient Namtz'aar k'in
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Posted - 2007.03.01 21:01:00 -
[2]
Up to optimal range (in your example 70km) you get the full power of the Jammer (ECM system, Multispec II). After that falloff comes to play:
at optimal + falloff, you get only half power (efficiency) of the module. at optimal + 2*falloff, the power drops to zero.
Skill boosts the falloff, thus makes the large range effectiveness of the module better.
Notice that ECM is based on chance (percentage) which is factor of the target's sensor strength (ship + modules) as well as your ECM module + skills, thus the "good" range may differ from target to target. -- V.H. |

Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.03.01 21:04:00 -
[3]
Falloff doesn't work like that. ECM will work at full strength up to the optimal range, once past that it effectiveness will decrease to 50% at optimal+falloff and to 0% at optimal+2xfalloff.
Take a look at the tracking guide for guns. ECM optimal and falloff works in the same way. --------------
[Coreli Corporation Mainfrane] |

Seisomar Eskobar
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Posted - 2007.03.01 21:26:00 -
[4]
Edited by: Seisomar Eskobar on 01/03/2007 21:22:59 *deleted*
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Lain Piero
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Posted - 2007.03.01 21:27:00 -
[5]
thank you!!!!!!!!!
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Hoshi
Blackguard Brigade
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Posted - 2007.03.01 22:21:00 -
[6]
To be correct it does not effect the strength of the ECM instead it adds a hit chance just like it does on guns.
If the target is 91 km away you would have 50% chance of your ecm hitting the target and if it hits it will work at full strength.
But for all practical purposes you can just say it lowers the strength as the chance to jam the target will be exactly the same no matter how you calculate it unless you had 100%+ jam chance before taking range into account.
This is the same for other EW like sensor damps, target painters etc, they also get a hit chance in falloff and not a strength reduction. For those mods the difference is much more important that it is with ECM. ---------------------------------------- A Guide to Scan Probing in Revelations |

Kua Immortal
RSP Enterprises
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Posted - 2007.03.01 22:27:00 -
[7]
Originally by: Hoshi
This is the same for other EW like sensor damps, target painters etc, they also get a hit chance in falloff and not a strength reduction. For those mods the difference is much more important that it is with ECM.
Really? How does that work then? Is their effect renewed every second, but instead is chance based? I really can't picture how this works sorry...
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Jarjar
Celestial Apocalypse Insurgency
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Posted - 2007.03.01 22:53:00 -
[8]
No, it's not renewed every second, but every cycle. If the module has a 20 second activation time, and you "miss" due to being in falloff, you'll have another chance in 20 seconds.
"In Communist China ISK buys YOU!!" - random bio |

Kua Immortal
RSP Enterprises
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Posted - 2007.03.01 23:00:00 -
[9]
Ok I was going to suggest that, but it still seems odd. So basically these other Ewar mods, in falloff, act much like ECM. Except that the chance for a successful cycle is 100% at optimal and (presumably) 50% at optimal+falloff?
Is that about right?
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Valeo Galaem
InterGalactic Corp. Imperial Republic Of the North
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Posted - 2007.03.02 01:12:00 -
[10]
No, the jamming success under optimal is equal to (ECM Strength)/(Target's Sensor Strength). Say your ECM has a strength of 3.0 and the target has a sensor strength of 9.0 you will have a 33% chance of jamming them each 20 sec cycle. In falloff this chance reduces to zero.
Thar be Pirates
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