These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Tracking Disruptor Maths

Author
Handsome Hussein
#1 - 2011-11-08 22:52:18 UTC
I recently trained Amarr Cruiser to IV on my way to a Pilgrim/Curse and I decided to take a look at the base hull. Naturally, I wanted to see how good TDs could be. ATM, I get a base TD effectiveness of -24.1 with a Balmer or T2 in the hull, and scripts double that to -48.2.

1. Am I correct in that if I have two TDs in the hull with range scripts, the target's turret range is reduced by (48.2 + (48.2 * 0.869)) = 90.08% ?

2. With some training I can get my base TD effectiveness up to -27.7, or -55.5 with scripts (chose an arbitrary skill level for fun). Would that then mean that with two TDs I can reduce the target's turret range by (55.5 + (55.5 * 0.869)) = 103.73% ?

2a. Does that render the target's turrets completely useless?

Leaves only the fresh scent of pine.

Hiroshi Yakasuki
Yakasuki Enterprises
#2 - 2011-11-09 00:51:28 UTC  |  Edited by: Hiroshi Yakasuki
If my math is right, and it always is, you're effectively reducing their turret optimal to 20.191% of original range with current skills.
Modifiers are multiplicitave.
Original*Modifier1*(Modifier2*0.869)=ModifiedRange

View my bio for diminishing returns values for nth modules in a series.
Handsome Hussein
#3 - 2011-11-09 00:59:06 UTC
Hiroshi Yakasuki wrote:
If my math is right, and it always is, you're effectively reducing their turret optimal to 20.191% of original range with current skills.
Modifiers are multiplicitave.
Original*Modifier1*(Modifier2*0.869)=ModifiedRange

View my bio for diminishing returns values for nth modules in a series.

Awesome, thanks for the help.

Leaves only the fresh scent of pine.

Kamui Shirou
Aliastra
Gallente Federation
#4 - 2011-11-09 04:01:25 UTC
Handsome Hussein wrote:
2a. Does that render the target's turrets completely useless?


I believe falloff is not affected by tracking disruptors.
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#5 - 2011-11-09 04:30:36 UTC
Kamui Shirou wrote:
Handsome ******* wrote:
2a. Does that render the target's turrets completely useless?


I believe falloff is not affected by tracking disruptors.


You are incorrect. Do a "show info" on any tracking disruptor in game. At the bottom it will have an "Optimal Range Bonus" at some negative percentage and a "Falloff Bonus" with the same negative percentage. both of these factors are affected by optimal range disruption scripts.
Zhilia Mann
Tide Way Out Productions
#6 - 2011-11-09 06:08:14 UTC
Kamui Shirou wrote:
I believe falloff is not affected by tracking disruptors.


That's only NPC tracking disruptors.
Kamui Shirou
Aliastra
Gallente Federation
#7 - 2011-11-09 12:02:15 UTC
Zhilia Mann wrote:
Kamui Shirou wrote:
I believe falloff is not affected by tracking disruptors.


That's only NPC tracking disruptors.


Ah, my mistake then.