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Syekuda
Caldari Guys With Strippers
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Posted - 2007.06.27 16:12:00 -
[1]
I've seen some modules and setup with a gun that says falloff of 20km and an optimal range of 3km. I can think that the damage should not be really high but when they post there damage per second, its really high compared to what its supposed to be ?
Im lost
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Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.06.27 16:15:00 -
[2]
what the hell you talking about? damage of range? You need to rewrite your question.
If brute force doesn't solve your problem... you are not using enough |

Mudkest
MetaForge Ekliptika
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Posted - 2007.06.27 16:21:00 -
[3]
3km optimal adn 20km falloff, guessing it's about autocannons here 8)
anyway I'm also suspecting you're not sre/dont know what optimal and fallof mean.
targets within optimal range of a gun dont get a miss penalty based on range(though tracking can be an issue) at optimal+fallof range there's a 50% chance to miss before tracking and signature resolutio come into play, and at optimal+2* falloff there's a 94% chance to miss. and the line is not linear, so at optimal+ 1/2*falloff there's not 25% chance to miss, bu only a 16% chance.
and common range to shoot things with AC are usualy around half falloff so there's only about a 15% loss in damage output
that said I'd like to point you towards the tracking guide
-FIX LP store please small change, big difference |

Syekuda
Caldari Guys With Strippers
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Posted - 2007.06.27 16:53:00 -
[4]
I did went through it really fast. But from what I can understand, you need to have more optimal range than the falloff which makes more sense.
For me, to have less optimal range than the fallout your suppose to have less damage ? right ? follow me
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Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.06.27 17:04:00 -
[5]
Originally by: Syekuda I did went through it really fast. But from what I can understand, you need to have more optimal range than the falloff which makes more sense.
For me, to have less optimal range than the fallout your suppose to have less damage ? right ? follow me
forget whatever idea you have in your mind. if distance < range damage = max. If distance > range it diminishes gradually .. until its near zero at range+ 2x falloff.
If brute force doesn't solve your problem... you are not using enough |

Vitrael
Stormriders Fimbulwinter
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Posted - 2007.06.27 17:08:00 -
[6]
Edited by: Vitrael on 27/06/2007 17:07:32
Originally by: Syekuda I did went through it really fast. But from what I can understand, you need to have more optimal range than the falloff which makes more sense.
For me, to have less optimal range than the fallout your suppose to have less damage ? right ? follow me
Optimal range is the range at which your weapon functions best. You have the greatest chance of hitting and also scoring critical hits.
Falloff range is the distance from your optimal where your weapon functions at 50% of its best. So at optimal + falloff (so 3+23=23km) you have a 50% of your previous chance of scoring a hit.
Your optimal is not "supposed" to be longer than your falloff or vice versa. In autocannons, optimal range is very short and falloff is very large. In artillery, optimal range is very long and falloff is somewhat shorter.
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Neuromandis
Novastorm Inc Interstellar Alcohol Conglomerate
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Posted - 2007.06.27 18:52:00 -
[7]
Syekuda:
Think of it this way with an example: Let's say you have two guns with identical damage and tracking that fire at a big slow target (i.e. tracking and size play no part here) Gun A with 5km optimal and 20km falloff Gun B with 20km optimal and 5km falloff
Let's see what happens at various ranges:
At 5km and closer, both guns fire with max accuracy due to range. They both do the same damage.
Up until the 20 km mark, gun A's damage falls steadily as it misses more and more often, while gun B's damage stays peak as it always hits.
As you cross the 20km, gun B starts to miss. Its chance to miss drops a lot more sharply, though, because its fallof is less. Still it hits more often than gun A, though.
At 25 km things become interesting: Gun A slowly falling chance to hit and Gun B rapidly falling chance become the same: 50% exactly, as both guns are at their optimal+falloff.
At 30km, Gun A still has a chance to hit a little less than 50%, but now Gun B has reached its optimal + 2x falloff. It (almost) never hits.
Gun A still does less and less damage up unti its own optimal + 2x falloff which is 45 km. Then, its own chance to hit becomes nothing.
At 5km gun A and gun B do same, maximum, damage Between 5km and 25 km Gun A does less damage than Gun B Between 25km and 45 km Gun A does MORE damage than Gun B
Clear?
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Syekuda
Caldari Guys With Strippers
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Posted - 2007.06.27 19:13:00 -
[8]
ding ding ding... light switch is on.
tx guys now I understand.. I might re-read the tracking guide...again.. carefully now
lol
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