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Welcome to High Sec PvP, Lessons 1 - 10

Author
Mobadder Thworst
Doomheim
#41 - 2012-05-12 03:03:54 UTC

Just as an aside, I neglected to mention the third type of timer in the timer section.

Fleet timers: To be honest, I can't remember if this is 30 seconds or 1 minute. I think it's 30 seconds. One of you internet troubleshooters can set me straight on that, i'm sure.

Now, how is it important?
1) If you're trying to get somewhere fast, never accept a fleet invite. If you do, you'll get stuck on the next gate waiting on "fleet smack talk." Remember that when a fight breaks out... the first thing that happens is often a fleet invite going out.. followed by lots of 30 second stops.
2) You can actually use this to kill people if you're smooth enough. I've only got one kill in this manner. I was playing station games against a guy who was as much of a smack talker as I am. He was coming out of station and letting us burn up his tank before docking. I'm sure he felt pretty secure docking and undocking into me and my buddies.
In this case, I invited my enemy to join my fleet. Then, once we were shooting him outside station, we started hopping him from squad to squad to keep that timer refreshing. He figured it out and dropped fleet pretty fast, but it still cost him an Ishtar.


Vile EnEon
Breast Augmentation Charity Society
#42 - 2012-05-12 15:46:43 UTC  |  Edited by: Vile EnEon
Mobadder Thworst wrote:

Just as an aside, I neglected to mention the third type of timer in the timer section.

Fleet timers: To be honest, I can't remember if this is 30 seconds or 1 minute. I think it's 30 seconds. One of you internet troubleshooters can set me straight on that, i'm sure.



With recent session change timer updates, fleet timers are mostly transparent (<10 seconds). I've taken a fleet invite as I landed on a gate, thought "****, should have waited" and jumped without delay. CCP has done a great job with session change timers of which fleet timers are included!

Also I extend great compliments to you for your posts, they very accurately describe hi-sec PvP in its current state!

Killing a guy while he is surrounded by his corp mates that can't shoot is a very productive Tear gland trigger. Especially when they set the trap and the tables are turned on just one poor bastard that shot you last.

Unfortunately, changes to Crimewatch are on the horizon, and nobody knows exactly how this will be implemented. Lots of rumors which if true will change Hi-Sec in a very interesting way. IE, Corp agro may be a thing of the past.

--Vile

Follow up edit, I knew I knew you from somewhere, this was from a little over a year ago! :)

Quote:
2011.04.16 20:44:00

Victim: ********
Corp: *********
Alliance: Unknown
Faction: Unknown
Destroyed: Rattlesnake
System: Umokka
Security: 0.6
Damage Taken: 322263

Involved parties:

Name: Pith Eradicator / Guristas Pirates
Damage Done: 204404

Name: Costic1 (laid the final blow)
Security: 2.9
Corp: Orange Glo.
Alliance: NONE
Faction: NONE
Ship: Drake
Weapon: Thunderbolt Fury Heavy Missile
Damage Done: 111804

Name: Mobadder Thworst
Security: 2.4
Corp: Concentrated Evil
Alliance: NONE
Faction: NONE
Ship: Oneiros
Weapon: Hobgoblin II
Damage Done: 3655

Name: Vile EnEon
Security: 4.2
Corp: Orange Glo.
Alliance: NONE
Faction: NONE
Ship: Myrmidon
Weapon: Vespa II
Damage Done: 2400

Destroyed items:

Hornet II (Drone Bay)
Shield Power Relay II, Qty: 2
Wasp I, Qty: 2 (Drone Bay)
Thruster Console, Qty: 3 (Cargo)
Rocket Launcher I (Cargo)
Small Armor Repairer I (Cargo)
Guristas Electrum Tag (Cargo)
Heat Dissipation Amplifier II
Scorched Telemetry Processor, Qty: 2 (Cargo)
Survey Scanner I (Cargo)
Ship Scanner II (Cargo)
Large Shield Extender II
Wrath Cruise Missile, Qty: 72
'Arbalest' Cruise Launcher I
Wrath Cruise Missile, Qty: 4863 (Cargo)
Sisters Combat Scanner Probe (Cargo)
Hobgoblin II (Drone Bay)
Kinetic Deflection Amplifier II
Large Core Defence Field Purger I, Qty: 3

Dropped items:

Invulnerability Field II
125mm Railgun I (Cargo)
Hornet II (Drone Bay)
Shield Power Relay II
Wasp I (Drone Bay)
Ballistic Control System II, Qty: 3
Lead Charge S, Qty: 100 (Cargo)
Small Energy Neutralizer I (Cargo)
Drone Link Augmentor I, Qty: 2
Cold-Gas I Arcjet Thrusters (Cargo)
Large Shield Extender II, Qty: 2
Expanded Probe Launcher I (Cargo)
Wrath Cruise Missile, Qty: 24
'Arbalest' Cruise Launcher I, Qty: 3
Bloodclaw Light Missile, Qty: 100 (Cargo)
Sisters Combat Scanner Probe (Cargo)
Hobgoblin II (Drone Bay)
Kinetic Deflection Amplifier II
Ogre II (Drone Bay)


Prior to this ad-hoc kill, we played a station game where I burned out my reppers, you burned out your guns and it was a draw. Then a few minutes later you assisted with neutral logi against the Rattle which I took forever to kill..
Mobadder Thworst
Doomheim
#43 - 2012-05-12 23:34:36 UTC
Ahh,
I do recall that rattlesnake kill, Vile. Yes, I think we had a good laugh at his expense.

I didn't place your name at first. How have you been?
Mo
Mobadder Thworst
Doomheim
#44 - 2012-05-13 13:44:42 UTC
Lesson 8 - ECM

Ok, fine. I'm reaching. You shouldn't use ECM all that often in high sec, but it took me a while to really figure out how it works. I figured I'd put the explanation out for those who are interested.

The first thing you need to know about ECM is that it "FORCES" deagression. If you think you're going to win station games with ECM equipment, you're going to find that in the majority of instances, you're not going to be able to close the kill.

In high sec space, most fights happen on stations or gates. Those are the locations where people usually meet. So when you force deagression on those locations, you're naturally helping your target manage his "gate/station" timer so that he'll just dock/jump through.

Because of that, I don't recommend anyone who's out for killmails spends a lot of time in ECM boats (though there is an exception to every rule... ECM boats can be used very well).

Now, with that disclaimer out of the way, I recommend that everyone who is out for killmails keeps an ECM boat or two on standby at all times. They have some valuable applications.

Here is how ECM works:
Your probability of being successful for any given 20 second jam cycle is equal to the "jam strength of the ECM Module" / "sensor strength of the target".

So Imagine that I have a single ECM module with 7 points of gravimetric jam strength and my target has a sensor strength of 10 gravimetric points. In this case, I have a 70% chance of success with each jam cycle.

Most folks have no trouble figuring that out, but figuring out how that relates to multiple jammers is slightly more complex. Imagine you have 3 such jammers and you're trying to perma-jam the same target. For each consecutive jammer you're going to use, you apply it's probability of success(against the target) to the remaining percentage chance of failure (after the last jammer probability was applied.

So, in example. In this example, 1 Jammer gives me 70% chance of success. Adding a second jammer means that I can add 70% of the 30% chance the first jammer couldn't cover. That means with the addition of a second jammer, i now have a 91% chance. That is the 70% chance of success I had with 1 jammer, and 70% of the 30% chance of failure.

When I add the third jammer, I take the scenario I had with 2 jammers (91% chance of success), and I add 70% of the 9% chance of failure. (which means I get an additional 6.3% chance of success).

That means my overall chance of success is 97.3% per 20 second cycle. I consider anything in the 95% area to be truly perma-jammed. The assumption here is that you'll fail one jam cycle every 20 cycles(which is what 95% chance should equate to).

Always have a back-up plan in an ECM ship. You will drop jam cycles. Be ready for it.

Here is an aside that'll probably get me ridiculed, but I used to love to fly the Griffin. It's such a goofy ship, anyone will fight it. It's also a fun and volatile way to play (I've still got one, they're neat as hell).

Since pretty much everyone on the planet loves Rifters, I want to mention that Minmatar ships are typically weak in the sensor strength area. Because you can kill a Rifter in under a minute with a griffin, you can win GOBS of frigate fights with a Griffin (without typically losing kills by forcing deagression).

In addition, you can (though hard) use ECM to stall in multiple enemy scenarios. I once won a fight against a thorax and a cormorant (not skilled opponents) at the same time in a griffin. Here is the KM. In this case I used maneuver to protect myself from the thorax and ECM to protect from the cormorant. No, they're not great fits... but I was flying a griffin.

http://eve.battleclinic.com/killboard/engagement.php?id=10607371#involvedPilots

If you have any questions, please let me know.
Mo
Mobadder Thworst
Doomheim
#45 - 2012-05-13 14:04:59 UTC
Lesson 1/2 - Addition to damage mechanics

I neglected to discuss resistances in damage mechanics. I think I covered in adequate detail how damage gets from your gun to your enemy's ship, but I didn't cover how it interacts with the resistances once it gets there.

There are 4 kinds of damage. They have colors (I think of them by the colors). Green, blue, yellow, and red. You'll notice that missiles and such are color coded in the same way as the resists.

Note - T2 ships all have special elevated resists on (I think) 2 of the damage types. You'll have to check which two resists it is for each T2 ship, but the traditional rules on resists do not usually apply to T2 ships (for example, the Jaguar has very high EM resist... which is handy because it's a shield boat).

T1 Ships naturally have no shield resistance to EM (Blue) and no armor resistance to Explosive (Yellow). They have intermediate resistances against the other two (which are the middle damage types on the scale).

Because programs like EFT calculate a higher "Effective Hit Points" for elevating all resists together than for plugging your holes, I find that many people load their tank with modules that affect all resists instead of modules that affect just those resists that are low.

Because of that, I recommend (as a general rule) shooting blue (EM) ammo at shield tanks. Most of the time, you'll have smashing success with it.

If you're shooting an armor tank, I recommend shooting yellow (Explosive ammo). Most of the time, that works great.

In all engagements, you have to watch what you're doing. You never know when you're going to get hold of a Raven that's got 2 EM hardeners and nothing else. As soon as you realize your blue missiles are doing nothing... change ammo.

As an additional note (and, no, it's not always wise or possible), I recommend trying to balance your resists. If you have a low resist on a PVP boat, you need a module to make it similar to the other resists.

Balanced resists may lower your "EHP" on EFT, but when you fight someone like me... I'll be shooting all EM damage at your shield tank. You'll last a lot longer if you go ahead and balance your tank.

Additional note: For blasters, you can't focus a close range gun on EM damage. Antimatter shoots Thermal and Kinetic (which is the two middle resists). That's ok, but it doesn't let you take advantage of (what is usually) the low resist. Autocannons have ammos that let you focus on EM and Explosive. Missiles too. I'm not sure about LAZORZ, I've never really used them... you can check the market and see.

Mobadder Thworst
Doomheim
#46 - 2012-05-13 14:41:56 UTC
Lesson 9 - Special Techniques

There is no way for this lesson to ever be complete. However, I figured I'd give you an overview of some of my favorite "special techniques."

Nano Ships - Nano ships are a lot of fun. The idea is that you take a large ship (I like battlecruisers, some people use battleships) and you make it very fast and give it good range. Then, because you're faster than anything that can hope to catch it, you can "hold the field" against even large fleets and continue to harry your enemy.

So, here is the idea. Suppose I had a nano-hurricane. I fit it with a couple "tracking enhancers" to give me a lot of extra range and a couple nano mods to give me good speed. Lets say it'll do 1600m/s, Optimal + Falloff is 40k, and it's pushing about 750 dps.

Then I go fight a fleet. Suppose I jump through a gate and there is a well balanced fleet on the other side. There are some battleships, some battlecruisers, a few cruisers, and some frigs.

When I land on the other side, I'm cloaked. They're camping, but none of them are exactly on top of me. If these ships are pvp fit, most will be guns and there won't be a lot of range on them. My immediate reaction would be to align away from them and run as fast as I can (I don't want anyone turning off my MWD with a scram or putting a web on me).

Now, of all those ships, only the cruisers and frigates stand a solid chance of chasing me. And, because I'm so fast, they're going to have to fly up my tail (zero angular velocity, decreasing range as they approach) into 750 dps from medium sized guns. You'll find if you try this that even the tankiest frigates can't take more than a few shots. Additionally (one reason the cane is so well fitted for this activity), I've got 2 medium neuts so if a frigate does scram me, I can cap him out to try to get my MWD back online.

I recall a fleet fight I got into when I was in CEVL where I was the last CEVL ship on the field against a very large fleet of well fit (and spendy) ships. They sent two crows and two dramiels after me... and I killed both crows and knocked both dramiels into hull (both dramiels got away). I had the luxury of leaving when I felt like it... because nothing in the fleet that could catch me was able to fly into my bullets long enough to get it done.

I have seen quite a few nano-drakes as well and they're nice ships. However, the nano-drake (because of the missile mechanics I discussed in lesson 1) is weak against fast ships. Those dramiels and crows can substantially reduce inbound missile damage from the Drake long enough to catch it. However, the long range on the heavy missile nano-drake is fantastic for holding the field and engaging the whole time.

For nano teams, I strongly recommend mixing your weapons types. A gun boat is exceptionally strong against stuff that's trying to chase you. A missile boat has better range and is stronger against stuff that's slow moving but long ranged. Because of this, if you fly these together you'll make a great team.

Here is an example of a fight me and a buddy got into. We used pretty ordinary nano-tactics... He was using a 100MN tengu and I had a standard nano-cane. I think we counted 17 total ships in the enemy fleet, but here is what we came out with (after about a 2 hour fight)
http://eve.battleclinic.com/killboard/engagement.php?id=13774272#involvedPilots
note - If you check our killboard at that time frame, you'll see that not everything was on the battle report. We actually got 12 kills in Osvest within 2 hours of that fight.

[
Mobadder Thworst
Doomheim
#47 - 2012-05-13 14:42:31 UTC  |  Edited by: Mobadder Thworst
Lesson 9 - Continued

Alpha Shooting - I was introduced to alpha shooting when I joined the Orpahange. The day I joined I flew to Jita to camp the Jita undock for the first time.

An alpha shooter is typically a ship with an artillery fit. You can use other gun types, but nothing will put as much damage into 1 shot as artillery. You can fit hurricanes, Maelstroms, thrashers... etc... This can also be used in suicide ganks.

I flew up to Jita in a Hawk that day. I was horrified to discover that the heavily sensor boosted alpha-shooters around the station were popping battleships faster than I could lock them in a Hawk. I had never seen anything like that with my background in small team tactics.

What I found is that you can actually insta-pop quite a few things. Most active tanks just don't have that many hit points. I've never been very good at this, but I'm going to tell you what I know. Perhaps someone else can fill in the holes.

Alpha shooters are a good thing to have around. They are a good way to deal with ECM boats (blackbirds, Rooks, Falcons) because they can kill them in 1 shot (if it'll stand still). If you've got a big active tank on a Maelstrom, you can probably undock into a fleet with jams and hold out until they miss a jam. If you only need one shot, you'll eventually get it.

Additionally, you can use them against neutral reps. Nobody wants to lose a neutral rep ship and artillery boats like that can drive them off the field fast. If you're lucky, you may even be able to kill one in one shot.

A few of them camping an undock point can put a brisk end to station games. It's just too dangerous to undock into them.

The coolest use of an alpha shooter I've ever seen was when I was in the orphanage. There was a guy who set up "warp tracks." That is, 3 warp points in a straight line, the middle of which was 70k off station. He would start in a safe spot, land 70k off station, fire 1 shot (usually killing one of the heavily sensor boosted ships on Jita), and immediately enter warp again. He effectively terrorized the Orphanage Jita camp for quite some time. I don't think we ever killed him.
(As an added note, he had an alt that would grab the loot and dock when he did that... I'm sure he made some nice bank and had lots of fun doing it). It was a beautiful technique!

I'll try to add more techniques as I think of them.
Shai tain
Garoun Investment Bank
Gallente Federation
#48 - 2012-05-13 14:44:25 UTC
This is some great information for a Green player. Thanks
Vile EnEon
Breast Augmentation Charity Society
#49 - 2012-05-13 16:22:07 UTC  |  Edited by: Vile EnEon
Mo,

I'm still doing the solo and small gang Hi-Sec bear hunt. I enjoy it and it pays well.

To add to your thread here a few things bears could do to help themselves.


Always be in a fleet which at a minimum is you and your Alt! Preferably the Alt is running fleet boosts of some kind. Never underestimate the power that is derived from an alt with T2 mind link boosts! Even a 1 day old alt with some leadership skill will give you a bonus of some kind. Alts are cheap, everyone should have one!

Think of this game like chess. The guy that is in your mission and red to you is red for a reason. He has a plan, so should you. If your plan is "I'm going to solo this guy in my PvE Marauder" I personally think that is a great plan (for me!) Its a horrible plan for you!

D-Scan is your friend. Learn to use it to your advantage.

Fighting in a dead space mission pocket as unique differences than at a gate or station. Learn what missions you can on-grid warp, which you can't. Know where the warp in beacon is, because this is where the bad guys will show up. Know how many gates in you are and how long it will take someone to get to you, and use this to your advantage.

Stay in the mission, keep the baiter entertained while you plan his demise. A corp mate in a cruiser / battle cruiser with short point, web, and nuets is a good start.

Before engaging, you need to do your background research. Find out who he gets kills with and add them to your Orange watch list. If all of his kills are in a big scary ship, and he's currently in a salvage frigate odds are he plans to kill you with the big scary ship. Figure out how to prevent him from doing that.

Finally, learn to control who can and cannot shoot you! If you shoot him and the room suddenly fills up with his friends, they can't shoot you unless you shoot them first! Unless you want to get shot by more people, don't shoot more people!

Finding a guy in your mission that is Corp red is an opportunity. Have a plan for when this happens, use it to your advantage and go for it. This is probably the closest form of 1v1 your going to get in Eve.

--Vile
Mobadder Thworst
Doomheim
#50 - 2012-05-13 19:50:20 UTC
Lesson 10 - Looking like an idiot

Once you know how to fight, the hard part becomes finding fights. The trick to this is to look like a numbnuts.

Don't sit outside station in a faction fit dramiel or vindicator. Nobody wants to fight those things. When you do get a fight and your opponent can see what you've got, you can bet he's got a plan to take it away from you if it's high end. However, for low end stuff nobody makes real advanced plans (usually).

You'll get more fights and have more fun if you just practice looking like a numbnuts. If you know your mechanics cold, you'll be able to find fights you can win with a wide variety of ships.

Tip 1: Use crap ships

Rifters, Ruptures, Canes, and Megathrons don't typically make folks want to fight. They're scary. Everyone thinks they're good. Pick ships nobody likes and examine the possibilities with them. Here are a couple examples:

Battle Badger - Nobody is intimidated by a badger. However, with 2 webs and a scram... you can control range very effectively against even very fast frigates. If you dedicate the rest of your badger's slots to fitting 1 long range gun, a neut, and loads of tank... you may find that you can use your knowlegde of mechanics to kill most frigates... with a silly hauler ship. Added advantage... lots of people are willing to fight a badger!

Vexor - Yes, it looks like a mining ship. In fact, it is a mining ship. When you look at it and it's got 4 mining lasers and 5 mining drones, it looks like a seriously legitimate mining operation. However, even with 5 mining drones and mining lasers in every gun spot, it'll still produce 300 DPS (assuming you have good drone skills in the remaining spots and a full set of 2 heavies, 2 meds and a light drone) and tank nearly 40k EHP (with web, scram, and small neut). No frigate (and few cruisers) would enjoy that engagement. The best part... you can keep mining while you're ganking the poor bastard!

Tip 2: Don't act like a tough guy. If you talk in local but keep it cheeky and fun, more people will want to fight you. Remember, everyone out there wants to have fun too. Once the fight is over, no need to create hard feelings. Teach your opponent something and maybe he'll stick with pvp.

Remember, you don't want to drive people away from pvp.

Tip 3: Act like a moron. Misidentify ships in local, tell people you're out to learn PvP. State things as fact that are clearly and obviously wrong. Overall, act like you're kind of an idiot. More people are willing to fight idiots. If you declare war on someone, act as though you think they declared war on you. There are gobs of ways to have fun with this.

Overall, to me, this is fun. This is griefing. It's chaotic, it's interesting, it's high sec pvp.
Coolsmoke
State War Academy
Caldari State
#51 - 2012-05-14 00:34:30 UTC  |  Edited by: Coolsmoke
"The last factor is range:
From the tip of the gun out to optimal range... the gun will do 100% damage for the range factor. From optimal to optimal + falloff, the gun damage reduces linearly to 0.

So, imagine you have a gun with an optimal range of 5k and a falloff of 10k. From 0k to 5k range, you do 100% damage. From 5k to 15k, your damage reduces to 0. At 10k, you do 50% damage. Make sense?"


Might want to adjust that. Stricly speaking, range only affects accuracy ie. chance to hit, not damage dealt. Disregarding tracking for the moment, past optimal the "chance to hit" reduces from 100% to 50% at the end of falloff. So in effect, you have 50% dps at optimal+falloff. At optimal + falloffx2, it's about 5%.

Otherwise an excellent read:)
Mobadder Thworst
Doomheim
#52 - 2012-05-14 00:53:20 UTC
Coolsmoke wrote:
"The last factor is range:
From the tip of the gun out to optimal range... the gun will do 100% damage for the range factor. From optimal to optimal + falloff, the gun damage reduces linearly to 0.

So, imagine you have a gun with an optimal range of 5k and a falloff of 10k. From 0k to 5k range, you do 100% damage. From 5k to 15k, your damage reduces to 0. At 10k, you do 50% damage. Make sense?"


Might want to adjust that. Stricly speaking, your guns always do 100% damage. However, past optimal the "chance to hit" reduces from 100% to 50% at the end of falloff. So in effect, you have 50% dps at optimal+falloff. At optimal + falloffx2, it's about 5%.

Otherwise an excellent read:)


Thank Coolsmoke, but I reduced the range on purpose.

The actual gun equation is:
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)

If you look at this equation, you'll realize that you're squaring the "range above optimal" divided by "falloff." That means you've got a non-linear situation. That entire component needs to be as small as possible to create the highest probability of a hit. Additionally, because the range component is growing exponentially (and you want it to be small), that means that you actually have a higher damage dropoff than I modeled linearly (instead of lower, as you hypothesized). I didn't want to try to think through a parabolic reduction while I was fighting, so I created my silly little linear model, and to rectify it so that it was useful, I reduced the range of it to half of the gun model.

Does that make sense? I could post a graph if you need one. Or you could just take my word for it.

You can approximate it however you like. You can do the whole equation in your head if you prefer. I like my approximation. I haven't regressed it or anything... but I like to think it represents pretty well what I've observed in the years I've played this game.
Happy trails,
Mo
DeBingJos
Sebiestor Tribe
Minmatar Republic
#53 - 2012-05-14 07:32:30 UTC
Mobadder Thworst wrote:

The last factor is range:
From the tip of the gun out to optimal range... the gun will do 100% damage for the range factor. From optimal to optimal + falloff, the gun damage reduces linearly to 0.

So, imagine you have a gun with an optimal range of 5k and a falloff of 10k. From 0k to 5k range, you do 100% damage. From 5k to 15k, your damage reduces to 0. At 10k, you do 50% damage. Make sense?


I haven't read all the replies, so I don't know if this has already been pointed out.

IMPORTANT

The above is just plain wrong. At optimal + falloff you do approx. 40% damage. At optimal + 2x falloff the damage is 0.

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Dread Apocalypse
Brutor Tribe
Minmatar Republic
#54 - 2012-05-18 12:49:15 UTC
Thanks for sharing your knowledge Mobadder.
Mobadder Thworst
Doomheim
#55 - 2012-05-19 14:42:29 UTC
DeBingJos wrote:
Mobadder Thworst wrote:

The last factor is range:
From the tip of the gun out to optimal range... the gun will do 100% damage for the range factor. From optimal to optimal + falloff, the gun damage reduces linearly to 0.

So, imagine you have a gun with an optimal range of 5k and a falloff of 10k. From 0k to 5k range, you do 100% damage. From 5k to 15k, your damage reduces to 0. At 10k, you do 50% damage. Make sense?


I haven't read all the replies, so I don't know if this has already been pointed out.

IMPORTANT

The above is just plain wrong. At optimal + falloff you do approx. 40% damage. At optimal + 2x falloff the damage is 0.



The bottom line of this posting is that DeBingJos is right...

With respect to this posting, I went and graphed the gun mechanics in excel. I multiplied the "chance to hit" by the probable average "damage multiplier", and built a graph of expected damage (neglecting the 1% chance of a 3x multiplier for wrecking shots).

I was going to post the graph but I couldn't figure out how to do so.

At optimal + falloff you do approximately 40% damage. At Optimal + 2x falloff, you do approximately 3% damage.

I've decided to update my "corrupted gun equation" to say that gun damage falls to 0 at 1.5 x falloff, which is still easy but also a closer fit to an average of the damage probabilty equations.
Yanarix Blitz
Black Scare
#56 - 2012-05-21 08:28:25 UTC
@Mobadder Thworst,
Thx for enlightenment with my questions. The explanations were very helpful and exactly what is was looking for to understand the aggro a bit better now :)
Giuseppe Ottaviani
Serendipity's Polyvinyl Yacht Club
Misfits Alliance
#57 - 2012-05-22 14:38:38 UTC
Best thread ive read in a long time, thanks for the advice mate. Big smile

Usually i start the month with a postman!

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