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Question about remore repair falloff range

Author
elitatwo
Zansha Expansion
#1 - 2017-03-12 15:56:59 UTC
Hello everyone,
this is somewhat confusing, so I ask you. The module information box on remote repair modules show the optimal and falloff range.
So far so good but does it mean that the falloff range is added to the optimal or "ends" at that range?

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Soel Reit
The Scope
Gallente Federation
#2 - 2017-03-12 16:35:46 UTC  |  Edited by: Soel Reit
it's added and it works as every other falloff in game (neuts, weapons, etc) reducing the % of reps that the target receive

Quote:
edit: Distance of falloff + optimal represents the distance at which you are down to a 50% power rep. At optimal plus two times your falloff value your rep power is down to 6.25%, and at three times your falloff range the rep power is only 0.2%.


something like this!


edit2: this is the falloff modifier:
0.5^{[(range - optimal)/falloff]^2}

multiple this value you obtain to rep power and you'll know how much you're repping at the distance you have settled
Zhilia Mann
Tide Way Out Productions
#3 - 2017-03-12 17:44:02 UTC
Unlike EWAR (most) with falloff, it's a reduction to effect and not a chance-based binary effect in falloff. Grapplers work the same way: whatever your hit chance reduction would be for guns becomes an amount transfered reduction on these modules. Note that this isn't true for, e.g., ECM and target painters where a falloff miss is a straight up fail rather than reduced effect.
Soel Reit
The Scope
Gallente Federation
#4 - 2017-03-12 18:51:51 UTC
Zhilia Mann wrote:
Unlike EWAR (most) with falloff, it's a reduction to effect and not a chance-based binary effect in falloff. Grapplers work the same way: whatever your hit chance reduction would be for guns becomes an amount transfered reduction on these modules. Note that this isn't true for, e.g., ECM and target painters where a falloff miss is a straight up fail rather than reduced effect.



wait a sec!!!
tp fall off is a binary chance and not a effect reduction???
i thought they would bloom the sig radius of the targeted ship for a less % Shocked
elitatwo
Zansha Expansion
#5 - 2017-03-12 19:02:54 UTC
Zhilia Mann wrote:
Unlike EWAR (most) with falloff, it's a reduction to effect and not a chance-based binary effect in falloff. Grapplers work the same way: whatever your hit chance reduction would be for guns becomes an amount transfered reduction on these modules. Note that this isn't true for, e.g., ECM and target painters where a falloff miss is a straight up fail rather than reduced effect.


What?

So in that falloff range I would do a Schroedinger's remote rep?

I do know how falloff works with guns but the information window states something very different. Oh well, consistency was never really a strong suit of the client anyway so I keep guessing.

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elitatwo
Zansha Expansion
#6 - 2017-03-12 19:06:41 UTC
Soel Reit wrote:
it's added and it works as every other falloff in game (neuts, weapons, etc) reducing the % of reps that the target receive

Quote:
edit: Distance of falloff + optimal represents the distance at which you are down to a 50% power rep. At optimal plus two times your falloff value your rep power is down to 6.25%, and at three times your falloff range the rep power is only 0.2%.


something like this!


edit2: this is the falloff modifier:
0.5^{[(range - optimal)/falloff]^2}

multiple this value you obtain to rep power and you'll know how much you're repping at the distance you have settled


Cheers buddy, I knew that. My question was how "long" that falloff range is.

Looking at an Augoror and t2 medium remote reps, I get 55km optimal and a 71km "withing falloff".

Does that mean the falloff range is 16km or 71km?

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Soel Reit
The Scope
Gallente Federation
#7 - 2017-03-12 19:07:40 UTC  |  Edited by: Soel Reit
obviously 16km of falloff

check on pyfa too :)
me legit pyfa funboy! Cool
elitatwo
Zansha Expansion
#8 - 2017-03-12 19:14:59 UTC
Yeah I concur PYFA is awesome. And that was my guess too but the client data let's you second guess yourself all day.

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Chainsaw Plankton
FaDoyToy
#9 - 2017-03-12 21:30:13 UTC
Zhilia Mann wrote:
Unlike EWAR (most) with falloff, it's a reduction to effect and not a chance-based binary effect in falloff. Grapplers work the same way: whatever your hit chance reduction would be for guns becomes an amount transfered reduction on these modules. Note that this isn't true for, e.g., ECM and target painters where a falloff miss is a straight up fail rather than reduced effect.


before there was only falloff which was chance to hit, with guns it makes a lot of sense as you are firing 2-8 guns on most ships that cycle often and hitting or missing makes a lot of sense, plus being in falloff has an effect on damage. with ewar hitting or missing doesn't make as much sense, especially as there are typically less ewar mods than guns, and the all or nothing effect doesn't make as much sense. long run mathematically it works out, but getting hit by the full effect deep in falloff can result in some not fun gameplay.

now there is accuracy falloff and effectiveness falloff. accuracy falloff is the same old falloff and is still on guns (and possibly some other stuff) and covers the hit/miss part. Effectiveness falloff is on ewar mods, nos, neuts, remote reps, and probably some other stuff. Effective seems to remove the hit/miss part and instead changes the effect of the mod.

target painters used to have the binary hit/miss in falloff, however now they state effectiveness falloff in the attributes so I assume they have reduced effectiveness in falloff rather than the binary hit/miss.

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