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Tracking disruption - help with maths please!

Author
Zen Dad
Solitary Sad Bastard In Space
#1 - 2013-05-30 13:21:25 UTC  |  Edited by: Zen Dad
Sorry posted here in error - how the hell do I move it to Ships and modules Oops


I use my Balmers well but dont understand the exact maths - ok - I'm dim - but may I have your figures

YOU have a turret ship with say 25k optimal for your guns.

i apply a Balmer TD against you with a an optimal range disruption script loaded.

My numbers are -66% optimal range reduction bonus on the TD, plus a skill bonus of 37.5%

So 1 TD will reduce your turrets optimal to divide by ______ ?

2nd (stacked) TD " " " " divide by ______ ?

After much searching I found a GOON blog that said 2x TDs divided a turrets range by 7 - but I don't know if this is right.

You will always be blue to me if you can help !!

Thanks.
Amanda Chelian
#2 - 2013-05-30 13:30:30 UTC  |  Edited by: Amanda Chelian
EFT can do the calculations for you. Make Fit 1 with your TD ship, then drag the TD modules into your target ship "Projected Effects" section.
Zen Dad
Solitary Sad Bastard In Space
#3 - 2013-05-30 13:34:41 UTC
forgot to mention - I cant get EFT to work on my MAC right now....
Noriko Mai
#4 - 2013-05-30 13:47:11 UTC  |  Edited by: Noriko Mai
First will give -17% and -34% with script. Second (with script) will give additional -29,5500793472% (-34%*86.91199808% Stacking penalty). So end result is -63,5500793472%. If you have 25k optimal it will become 9112,48016295km.

I hope this helps a bit.

Edit: Sorry I've done the math for normal TD. Will deliver results for Balmer in a second... (and fix a stupid mistake in the calculation above)

First Balmer TD: -19,1% and -38,2% with script
Second Balmer TD: -16,60019163328% and -33,20038326656% with script
End result: -71,40038326656% (both with scripts)

25.000 optimal will become 7149,90418336km

All calculations are for Turret Destabilization skill at zero.

Amanda Chelian wrote:
EFT can do the calculations for you. Make Fit 1 with your TD ship, then drag the TD modules into your target ship "Projected Effects" section.

I rarely use EFT and tried to verify my calculations, but it shows nothing in "Projected Effects" section.

"Meh.." - Albert Einstein

Domanique Altares
Rifterlings
#5 - 2013-05-30 14:44:04 UTC
Noriko Mai wrote:

I rarely use EFT and tried to verify my calculations, but it shows nothing in "Projected Effects" section.


It won't show it there. Drag the active module from the fittings pane of one setup into the 'Projected Effects' pane of another setup, and EFT will recalculate the stats on the affected ship accordingly. For the optimal range scripted TD, you will see the optimal and falloff ranges in the fittings pane of the affected ship decrease accordingly. For tracking speed, you would need to right click and select 'Show Info' on the turret module in question to see the tracking decrease.
Zen Dad
Solitary Sad Bastard In Space
#6 - 2013-05-30 15:04:55 UTC
Noriko Mai wrote:
First will give -17% and -34% with script. Second (with script) will give additional -29,5500793472% (-34%*86.91199808% Stacking penalty). So end result is -63,5500793472%. If you have 25k optimal it will become 9112,48016295km.

I hope this helps a bit.

Edit: Sorry I've done the math for normal TD. Will deliver results for Balmer in a second... (and fix a stupid mistake in the calculation above)

First Balmer TD: -19,1% and -38,2% with script
Second Balmer TD: -16,60019163328% and -33,20038326656% with script
End result: -71,40038326656% (both with scripts)

25.000 optimal will become 7149,90418336km

All calculations are for Turret Destabilization skill at zero.

Amanda Chelian wrote:
EFT can do the calculations for you. Make Fit 1 with your TD ship, then drag the TD modules into your target ship "Projected Effects" section.

I rarely use EFT and tried to verify my calculations, but it shows nothing in "Projected Effects" section.


haha - so my opponents optimal goes up to 714 billion + kms...! ok i should orbit a bit further out then.
Noriko Mai
#7 - 2013-05-30 15:24:16 UTC  |  Edited by: Noriko Mai
Zen Dad wrote:
Noriko Mai wrote:
First will give -17% and -34% with script. Second (with script) will give additional -29,5500793472% (-34%*86.91199808% Stacking penalty). So end result is -63,5500793472%. If you have 25k optimal it will become 9112,48016295km.

I hope this helps a bit.

Edit: Sorry I've done the math for normal TD. Will deliver results for Balmer in a second... (and fix a stupid mistake in the calculation above)

First Balmer TD: -19,1% and -38,2% with script
Second Balmer TD: -16,60019163328% and -33,20038326656% with script
End result: -71,40038326656% (both with scripts)

25.000 optimal will become 7149,90418336km

All calculations are for Turret Destabilization skill at zero.

Amanda Chelian wrote:
EFT can do the calculations for you. Make Fit 1 with your TD ship, then drag the TD modules into your target ship "Projected Effects" section.

I rarely use EFT and tried to verify my calculations, but it shows nothing in "Projected Effects" section.


haha - so my opponents optimal goes up to 714 billion + kms...! ok i should orbit a bit further out then.

Oh, sry. I'm from germany. We us dot and comma inverse. 7 km 149 m is what I mean Smile

Actually your comment was unnecessary. You see that I used comma in all percent numbers... Nevermind! You're welcome...

"Meh.." - Albert Einstein

Noriko Mai
#8 - 2013-05-30 15:44:01 UTC
Domanique Altares wrote:
Noriko Mai wrote:

I rarely use EFT and tried to verify my calculations, but it shows nothing in "Projected Effects" section.


It won't show it there. Drag the active module from the fittings pane of one setup into the 'Projected Effects' pane of another setup, and EFT will recalculate the stats on the affected ship accordingly. For the optimal range scripted TD, you will see the optimal and falloff ranges in the fittings pane of the affected ship decrease accordingly. For tracking speed, you would need to right click and select 'Show Info' on the turret module in question to see the tracking decrease.

Thank you. I tried it and there is a little difference how I calculated it and EFT does.

I used the base optimal for calculation of the second TD effect. EFT uses the new modified optimal after first TD as base value for the second TD. I have to admit I don't know which way is right.

"Meh.." - Albert Einstein

Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2013-06-04 08:00:06 UTC
Zen Dad wrote:
My numbers are -66% optimal range reduction bonus on the TD, plus a skill bonus of 37.5%
It's actually -66% WITH the skill bonus. (65.66% to be exact)

The amount of reduction is multiplicative such that if the module's base amount were -75% and you got a 37.5% boost from your skill bonus, it would go to -103.125% and actually cause their optimal range to go negative. No tracking disruptor this powerful exists, but a scripted faction TD with max skills on a Curse will have -71.84%. With max skills, scripted, and on a Curse, the faction variants (either) leave the target with 82% as much optimal range remaining, meaning they are about 21.9% more effective than the meta 4 or tech 2.

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