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Antebellum
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Posted - 2007.03.14 09:38:00 -
[1]
What does optimal + falloff mean for damps?
Particle Dispersion Projection rig applies to dampenign optimal. So let's say I have a celestis with 3 x tech 1 pdp rigs, t2 damps and max skills. My optimal would be 77.760km and my falloff 90km, and each damp would give 68.8% dampening.
What would happen if I damp someone at optimal + falloff (167.760km)? Is it chance based, or does the dampening strength decrease?
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Gor Kraon
Minmatar Shadowclan
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Posted - 2007.03.14 10:03:00 -
[2]
What i hear most is that the chance to damp is reduced, not the effect of the damp, in falloff. IE you miss in falloff. A hit will always have full damp effect.
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Antebellum
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Posted - 2007.03.14 10:08:00 -
[3]
Edited by: Antebellum on 14/03/2007 10:05:11 I have heard that aswell. However, if so, what numbers are used in the chance calculation?
A guess would be the damp percentage... i.e. with a 68.8% dampening strength you get 68.8% chance of dampening (and each hit is with full effect).
I'd like to see this confirmed by CCP somewhere though.
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Gor Kraon
Minmatar Shadowclan
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Posted - 2007.03.14 10:19:00 -
[4]
Edited by: Gor Kraon on 14/03/2007 10:16:56 I'm pretty sure its the same accuracy falloff as guns, just without tracking. As in hitting 100% in optimal, 50% at optimal+falloff, roughly 6% at optimal+2falloff (going by the tracking guide).
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Antebellum
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Posted - 2007.03.14 10:23:00 -
[5]
Originally by: Gor Kraon I'm pretty sure its the same accuracy falloff as guns, just without tracking. As in hitting 100% in optimal, 50% at optimal+falloff, roughly 6% at optimal+2falloff (going by the tracking guide).
Hm, makes sense I suppose. Thanks.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.03.14 10:27:00 -
[6]
It's the same mechanics as you get for turret falloff. The chance is totally dependant on the range, the strength of the damperner has no effect at all there.
Hit chance = (1/2)^(((max(0,Range-Optimal))/Falloff)^2)
Take the distance to your target. Remove your optimal range. Divide your current distance by your falloff. Resulting number ^2 0.5 ^ new resulting number = hit chance (with 1.00 = 100%)
For a target which is at optimal + falloff it's a 50% chance, for a target at optimal + 2* falloff it's a 6.25% chance for example.
Oh, and asking for CCP to confirm any game mechanics (unless it is something really totally new) is wasted breath. They are never doing this.
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