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Condor and Kestrel Questions: EWAR, Damage Application and theory

Author
Trey Kutoi
SergalJerk
Test Alliance Please Ignore
#1 - 2014-10-24 04:47:52 UTC  |  Edited by: Trey Kutoi
I fairly recently purchased more of these two hulls than I can reasonably use, with the intent to use them in an unreasonable manner (asploding in lowsec to learn how to pvp) Going off of a bunch of fits that various people posted, I notice that plenty of condor fits call for tracking disruptors running decreased optimal script, especially the scramkite/rocket fittings.

Now, since the majority of my month of existence has been based around using missiles and drones, and hitting F1 while orbiting a MTU, I don't have a solid a grasp behind all the mechanics that govern how turrets deal damage. My understanding is that first, a gun needs to track its target, and if you are too close and have too much transversal, (such as orbiting a rail merlin at 500) then they won't hit due to being unable to track. After this, if the target falls within optimal range, it does the most damage, and as it goes into falloff, the quality of hits (ie grazing vs smashing) decreases until they start missing as well.

now knowing that, but not really understanding what I am up against, is there a reason why tracking disruptors were recommended in almost every fit, whereas only one calls for a sensor dampener? I would assume Damps work better against other missile kiters and possibly could be hedged against Beams, Artys and Rails in a pinch, as they force the enemy to come closer or be unable to return fire. Likewise, I presume tracking disruptors are only useful against turret ships, as missiles rely on sig and speed for their damage application.

Are there certain ships I should use other scripts for, (ie, tracking disruptor + tracking disruption script against rails, optimal against blasters) and are some weapon systems more popular than others?

I apologise for the long, incoherent post with multiple 'not quite' question fragments. I lack the knowledge base that pvp requires, as my only experiences are exploding violently.
Gully Alex Foyle
The Scope
Gallente Federation
#2 - 2014-10-24 06:51:34 UTC
Welcome to beautiful lowsec explosions!

Your considerations are correct, the answer lies in the math.


Assuming frigates, targeting range would be 50-60km (depending on hull and skills). A single, unbonused sensor damp would reduce that by 35-40%, to 30-40km. This is not so useful, because maximum point range is usually 28km (T2 overheated disruptor). If you damp somebody then keep him beyond 30-40km, he won't hit you but he can warp off anytime. If you have two damps, then it will work better but you usually need 5 midslots for that (e.g. a Missile Hookbill).

Small turret optimal+falloff varies alot depending on guns and ammo, but you can assume it will rarely be higher than 20-25km (slicer with pulse lasers, scorch and some range mods) and can often be as low as 2-3 km (blasters). A single, unbonused tracking disruptor would reduce that by (over) 40%, for example forcing a slicer to get very close to web range (13 km overheated) or making it very hard for a blaster boat to hit you (it's hard to consistenly remain within 1-2 km of a fast moving target, unless you're double-webbed or single-webbed without a prop mod).

TL;DR a single TD with optimal script will usually be more effective than a single unbonused damp, though yes only against turret boats.


Regarding tracking script, in real combat situations I'd advise not using them against small long-range weapons (such as rails and artillery) because they'll usually hit you anyway unless you're much faster than them. What I mean is, you won't be able to orbit an opponent moving away from you if you don't have at least 2x their speed.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Estella Osoka
Cranky Bitches Who PMS
#3 - 2014-10-24 15:55:25 UTC
Gully Alex Foyle wrote:
Welcome to beautiful lowsec explosions!

Your considerations are correct, the answer lies in the math.


Assuming frigates, targeting range would be 50-60km (depending on hull and skills). A single, unbonused sensor damp would reduce that by 35-40%, to 30-40km. This is not so useful, because maximum point range is usually 28km (T2 overheated disruptor). If you damp somebody then keep him beyond 30-40km, he won't hit you but he can warp off anytime. If you have two damps, then it will work better but you usually need 5 midslots for that (e.g. a Missile Hookbill).

Small turret optimal+falloff varies alot depending on guns and ammo, but you can assume it will rarely be higher than 20-25km (slicer with pulse lasers, scorch and some range mods) and can often be as low as 2-3 km (blasters). A single, unbonused tracking disruptor would reduce that by (over) 40%, for example forcing a slicer to get very close to web range (13 km overheated) or making it very hard for a blaster boat to hit you (it's hard to consistenly remain within 1-2 km of a fast moving target, unless you're double-webbed or single-webbed without a prop mod).

TL;DR a single TD with optimal script will usually be more effective than a single unbonused damp, though yes only against turret boats.


Regarding tracking script, in real combat situations I'd advise not using them against small long-range weapons (such as rails and artillery) because they'll usually hit you anyway unless you're much faster than them. What I mean is, you won't be able to orbit an opponent moving away from you if you don't have at least 2x their speed.


Actually, 35-40% is with low skills. With my skills it is 50% range reduction. Train Signal Suppression.
Trey Kutoi
SergalJerk
Test Alliance Please Ignore
#4 - 2014-10-25 05:02:47 UTC
Thanks for the easy to understand answers. now, here's another question.

I see a lot of fittings on battleclinic and similar sites, boasting 200-300ish DPS for turret frigs, but most of the missile and rocket ones only just scrape past 100-200 DPS ranges

If I'm understanding damage application of missiles, if the target's sig radius is larger than the explosion radius, it takes full damage. Likewise, if it is moving slower than explosion velocity it takes full damage. I see these things as somewhat similar to a turret's sig resolution (ability to track targets of x size) and transversal/optimal mashup (damage reduction based on maneuvering)

Assuming I web my target, my rockets and light missiles will deal less damage than the potential maximum of a turret ship, but will deal closer to that lower maximum under more circumstances.

Is there any fallacy in my logic due to missed factors, or misunderstanding? I hear a lot of people talking about paper DPS vs applied, and I'm guessing this is one such situation?
Gaan Cathal
Angry Mustellid
#5 - 2014-10-25 05:26:04 UTC  |  Edited by: Gaan Cathal
Trey Kutoi wrote:
Thanks for the easy to understand answers. now, here's another question.

I see a lot of fittings on battleclinic and similar sites, boasting 200-300ish DPS for turret frigs, but most of the missile and rocket ones only just scrape past 100-200 DPS ranges

If I'm understanding damage application of missiles, if the target's sig radius is larger than the explosion radius, it takes full damage. Likewise, if it is moving slower than explosion velocity it takes full damage. I see these things as somewhat similar to a turret's sig resolution (ability to track targets of x size) and transversal/optimal mashup (damage reduction based on maneuvering)

Assuming I web my target, my rockets and light missiles will deal less damage than the potential maximum of a turret ship, but will deal closer to that lower maximum under more circumstances.

Is there any fallacy in my logic due to missed factors, or misunderstanding? I hear a lot of people talking about paper DPS vs applied, and I'm guessing this is one such situation?



Your assumptions are correct insofar as they go. As in, they are part of the correct answer.

There are, as you've picked up (and seriously, there are people who're rolling around PVPing in battleships and HACs who haven't got this yet, so you're on the right path) often substantial differences between Paper DPS and Applied DPS.

Applied DPS is derived by applying various 'in live case' modifications to Paper DPS. For example if a pair of Taranis fight, one equipped with railguns and one with blasters and they have equal speed then the railgun Taranis should win, because it can keep range outside of the blaster Taranis' range and it's lower Paper DPS is irrelevant because the blaster Taranis' Applied DPS has dropped to ~0.

The weapon-inherent mathematical contributions to this modification are tracking/explosion velocity (which are related to speed) and sig radius/explosion radius (which are related to the sig radius of the target).

Sig/Explosion Radius are fairly simple because beyond the turning on and off of microwarpdrives they don't fluctuate much in combat because a target ship stays the same size, and so does the fired ammunition. They're also close enough to the same as to be equivalent.

Tracking/Explosion Velocity are a bit more complex. Tracking is how well your guns cope with the difference in relative lateral velocity between you and your opponent, a number called Traversal. A common newbie mistake is assuming it's connected to speed. You can be running a 100MN MWD on an Interceptor, if you burn directly at your opponent your Traversal is ~0 and his guns will track you just fine. Moving at 90 degrees at top speed (i.e. perfectly orbiting) will give you the best possible Traversal against your opponent, but bear in mind that a) this doesn't allow you to close or pull range and b) Traversal is a two way street, making it harder for you to hit as well.

Explosion Velocity works in a similar fashion, however it lacks the directional component - the target's speed at time of impact is simply compared to explosion velocity to determine damage reduction. It's also completely independent of the aggressor's velocity. For this reason some people advocate missile-based frigates and interceptors as good for those new to pvp because it allows slightly graduated introduction to these concepts in practice. Conversely, some people say it teaches bad habits. This isn't to say missiles are "worse" because they're "easier". The vast majority of full time PVP pilots with any experience will be capable of fitting, and will fit, either as the ship and task demands. The nuances are important though, for example directly approaching say a Crow or Malediction in your Taranis is absolutely fine, because it makes no difference to his applied DPS and you're getting your DPS into range sooner, and with your contribution to traversal minimised when they do.


Edit: It's also worth noting that because Tracking is based on relative velocity, the closer you are to your target, the higher your Traversal for the same speed. This is why Blasters have much higher Tracking than Railguns, it allows them to actually hit the broad side of a barn while moving at several km/s relative at ranges measured in single digits of meters, allowing said ships to get "under the guns" of Railgun boats with not only worse Paper DPS but, at those ranges/traversals, worse Applied DPS too (infact, a worse Paper->Applied conversion factor).
Gully Alex Foyle
The Scope
Gallente Federation
#6 - 2014-10-25 08:16:34 UTC
Trey Kutoi wrote:
Thanks for the easy to understand answers. now, here's another question.

I see a lot of fittings on battleclinic and similar sites, boasting 200-300ish DPS for turret frigs, but most of the missile and rocket ones only just scrape past 100-200 DPS ranges

If I'm understanding damage application of missiles, if the target's sig radius is larger than the explosion radius, it takes full damage. Likewise, if it is moving slower than explosion velocity it takes full damage. I see these things as somewhat similar to a turret's sig resolution (ability to track targets of x size) and transversal/optimal mashup (damage reduction based on maneuvering)

Assuming I web my target, my rockets and light missiles will deal less damage than the potential maximum of a turret ship, but will deal closer to that lower maximum under more circumstances.

Is there any fallacy in my logic due to missed factors, or misunderstanding? I hear a lot of people talking about paper DPS vs applied, and I'm guessing this is one such situation?
You're almost right. Big smile

It's actually: if the target's sig radius is smaller than the explosion radius, it will NOT take full damage under any circumstances (even if he's standing still!). If it's higher or equal, it will take full damage only if it's speed is slower or equal than the explosion velocity.

In other words, sig radius vs. explosion radius is more important than speed in determining missile damage.


Regarding paper vs. applied DPS, another important factor to consider is selectable damage types, that only missiles and projectile turrets have. Your opponent will almost always be more vulnerable to a certain damage type (for armor tanks it's usually explosive, for shield tanks it's usually EM): attacking him with the ammo he's weakest against can effectively give you a +20-30% or more damage bonus.

Re: Estella: you're right I forgot about overheating, that gives an all lvl V character -46% range damp for an unbonused and scripted meta4 or T2 sensor dampener. Still quite unreliable to damp people while maintaining point range, imo.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

ElSuerte Diego
Los Perros Hermanos
#7 - 2014-10-25 08:58:53 UTC
I'm not sure if you need to worry to much about explosion radius with frig missiles. There are only a couple of things with sig smaller then the light missile radius, and that's only by ~5m IIRC. I think explosion velocity will be more important for the type of fights he's gonna see in low sec. Maybe get some flare rigs?
Trey Kutoi
SergalJerk
Test Alliance Please Ignore
#8 - 2014-10-26 04:44:31 UTC
ElSuerte Diego wrote:
I'm not sure if you need to worry to much about explosion radius with frig missiles. There are only a couple of things with sig smaller then the light missile radius, and that's only by ~5m IIRC. I think explosion velocity will be more important for the type of fights he's gonna see in low sec. Maybe get some flare rigs?


I was thinking of using Rage Rockets, but since I'm using my rigs to keep the vacuum out, I'll have to experiment with flare vs extenders/resist. I might just try javelin/Navy rockets
Desiderya
Blue Canary
Watch This
#9 - 2014-10-26 10:40:09 UTC
Rockets are very reliable for their damage application. Usually it's enough to bring a web to make rage rockets worthwhile, although you will quickly notice when someone's running skirmish links (and other toys) that reduce sig radius and bolster his speed. Part of the pvp experience is learning who's likely running links and who isn't, then pick fights according to it.

Also consider packing two webs on rocket brawlers against frigates instead of one ewar, because it allows you to control range much more easily - and gives you the option to GTFO if things go south (buddies incoming, can't handle his damage), which might benefit training your instincts more than podding back home.

Also look for a corp to have some fellow pilots to have fun with, learn from and to call upon to exact revenge on those who've killed you. ;)

Ruthlessness is the kindness of the wise.

Trey Kutoi
SergalJerk
Test Alliance Please Ignore
#10 - 2014-10-27 04:18:46 UTC
Desiderya wrote:


Also consider packing two webs on rocket brawlers against frigates instead of one ewar, because it allows you to control range much more easily - and gives you the option to GTFO if things go south (buddies incoming, can't handle his damage), which might benefit training your instincts more than podding back home.

Also look for a corp to have some fellow pilots to have fun with, learn from and to call upon to exact revenge on those who've killed you. ;)


I ran into a situation today where pulling range might have helped me. got overly excited after finding a complex that didn't have multple people inside and landed on top of a brawl tristan that proceeded to tear me a new one.

I realize first off that picking a fight against a tristan who had time to set up is probably a bad idea, and second, that slow ships like kestrel and drones don't mix favorably for the slower party, but while discussing this in another channel, someone brought up the idea of using an ancillary shield booster. I realize that bringing more HP to the table in a delayed release format would probably help (3.5k EHP wasn't doing me any favors) but would the reduction in sig radius from not using a medium shield extender help me? in a fight against a cruiser, I suppose it would help them not track me as well, but since I'm stomping around FWar space, I don't have to fight those if I don't want to. How much does the difference between 40 sig and 50 sig make in a frigate vs frigate fight?