These forums have been archived and are now read-only.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

Optimal and Falloff

First post
Author
Nisstyre NiteWalker
Tired Of The BS
#1 - 2015-05-02 16:53:44 UTC
I got a question about range, I am using EFT and my stats on my weapons are 27+16 not sure which is falloff and which is optimal, But my question is with those stats will i be able to hit 40KM range with full damage and if not how much will i hit for i am trying to decide if i want to use Pulse or Beam with the Pulse i do 1080 DPS with those stats, And i do 928.5 DPS with 28+31 Beam range trying to figure out which will be better if the Pulse drops down to like 800 DPS at 40KM the i should just go Beam any help would be awesome thanks in advance.
Paranoid Loyd
#2 - 2015-05-02 16:58:13 UTC  |  Edited by: Paranoid Loyd
Optimal is the first stat, fall off the second. You will be able to hit out to 40km but that is near the end of your fall off so they won't necessarily be good hits. There is a fancy graph in one of the menus that will show you the drop off in DPS in relation to fall off.

Keep in mind this is all theoretical best case scenario as there is the RNG as well as the movement of your target to consider.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#3 - 2015-05-02 17:05:09 UTC
This thread has been moved to Ships & Modules.

On topic: On the bottom of this page you will see a nice graph.
On that same page:
Turret Optimal Range (in meters) is the rated range of your gun turret for a 100% chance to hit against a huge, immobile target.

Turret Falloff (in meters) is the distance past your turret's optimal range where the chance to hit against a huge immobile target drops to 50%.

ISD Ezwal Community Communication Liaisons (CCLs)

Trajan Unknown
State War Academy
Caldari State
#4 - 2015-05-02 17:47:43 UTC
Enjoy playing around with it (2nd page).

The whole tracking thing is pretty well explained too.

Tracking Guide
Aston Martin DB5
Deaths Consortium
Pandemic Horde
#5 - 2015-05-02 18:41:23 UTC
Hitting ships and its ambiguity is a joke. Watch your dps fluctuate -/+ 20 percent with angular velocity and transversal velocity staying relatively constant when sniping (I've used hybrids).

If you're doing PVE stuff missiles are OP bc it's not like the npc ships travel at 2k + speeds.
elitatwo
Zansha Expansion
#6 - 2015-05-02 19:23:53 UTC  |  Edited by: elitatwo
Nisstyre NiteWalker wrote:
I got a question about range, I am using EFT and my stats on my weapons are 27+16 not sure which is falloff and which is optimal, But my question is with those stats will i be able to hit 40KM range with full damage and if not how much will i hit for i am trying to decide if i want to use Pulse or Beam with the Pulse i do 1080 DPS with those stats, And i do 928.5 DPS with 28+31 Beam range trying to figure out which will be better if the Pulse drops down to like 800 DPS at 40KM the i should just go Beam any help would be awesome thanks in advance.


Two different topics.

First,
the optimal range - or the first value on the fitting screen - is the maximum range were your guns can do 100% damage. The second value is falloff which is added to the optimal range and at the end of falloff your guns can only do 50% damage.

At 2x falloff of your guns, you will do zero damage but that is not documented.


Second,
pulse lasers and beam lasers are different. Pulses do a little more dps on the fitting screen than beams do but do not be fooled by what the dps value is.
What beam lasers may lack in dps they make up in alpha damage, which is the first volley your group of guns can do before they start to cycle.
Pulse lasers are the 'short range dps guns' and beams are the 'long range alpha guns'.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Nisstyre NiteWalker
Tired Of The BS
#7 - 2015-05-02 19:30:31 UTC
I am sorry i was not clear my bad i was not talking about pvp or tracking i will be using a pally with all level 5 skills and officer mods and Tech 2 mods, what i was wanting to know is what would be the most dps while not moving the pve mobs will be around 40KM to 45KM and i want to do the max dps to them without m Moving cause i will be in bastion what it comes down to is i am trying to find out if beam or pulse is better for level 4's cause the beams have alot better range but way less dps where as pulse have lower range but uber dos bah i know what i want to say but i just can't say it
Tiddle Jr
Brutor Tribe
Minmatar Republic
#8 - 2015-05-02 22:07:11 UTC  |  Edited by: Tiddle Jr
Optimal

Inside this range the gun will suffer no reduction in hit chance due to distance. If the target is sitting still inside the optimal range, every single attack will hit it.

Falloff

Falloff is an extra range that goes beyond your optimal range. This is, however, not a limit value, like the optimal range is. It is best described as a gradual loss of hit chance, where the given number (plus optimal) represents the distance at which you are down to a 50% hit chance. At two times your falloff value your hit chance is down to 6.25%, even though it is unlikely you can still hit your target at that range, and at three times your falloff range the chance to hit is only 0.2%.

Damage loss from Falloff and Tracking

Targets out in falloff, along with targets that must be tracked, are harder to hit. A lower hit chance means less damage done. The real question is, how much less damage? So lets look at that. First of all, one really nice thing with falloff and tracking is that they both behave exactly the same way, so the data table below applies to both of them.
The "Percent of Tracking or Falloff" values means how much of the listed falloff or tracking you are looking at. If your falloff is 12 km then 33.3% means one third of that, so 4 km. If your tracking is 0.4 rad/s then 50% would mean 0.2 rad/s.

Percent of
Tracking or Falloff Hit chance DPS reduction
0% 100% 0.0%
25% 95.8% −6.1%
33.3% 92.6% −10.6%
50% 84.1% −22.1%
84.8% 60.8% −50.0%
100% 50.0% −61.1%
150% 21.0% −85.2%
200% 6.25% −94.3%
300% 0.20% −99.4%


Enjoy reading.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Tiddle Jr
Brutor Tribe
Minmatar Republic
#9 - 2015-05-02 22:11:29 UTC
Nisstyre NiteWalker wrote:
I am sorry i was not clear my bad i was not talking about pvp or tracking i will be using a pally with all level 5 skills and officer mods and Tech 2 mods, what i was wanting to know is what would be the most dps while not moving the pve mobs will be around 40KM to 45KM and i want to do the max dps to them without m Moving cause i will be in bastion what it comes down to is i am trying to find out if beam or pulse is better for level 4's cause the beams have alot better range but way less dps where as pulse have lower range but uber dos bah i know what i want to say but i just can't say it



Got a question - why would you ever need a Palladin with officer gear (here be carefull, such ads would simply put a trigger on your head) ? Is that only because you personaly like and never heard of other variants where you could have high dps at lower cost?

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Roberta Gastoni
Federal Navy Academy
Gallente Federation
#10 - 2015-05-03 10:15:48 UTC
Nisstyre NiteWalker wrote:
I am sorry i was not clear my bad i was not talking about pvp or tracking i will be using a pally with all level 5 skills and officer mods and Tech 2 mods, what i was wanting to know is what would be the most dps while not moving the pve mobs will be around 40KM to 45KM and i want to do the max dps to them without m Moving cause i will be in bastion what it comes down to is i am trying to find out if beam or pulse is better for level 4's cause the beams have alot better range but way less dps where as pulse have lower range but uber dos bah i know what i want to say but i just can't say it


The only bling you need on a paladin are 3 imperial navy heat sink (240 mil) , 2 c-type energized adaptive (200mil), a corpus/centus x-type large armor rep (350mil-450mil) and if you really into mad shopping mode, a faction webifier with 14km base range at least (dark blood / federation, around 50-60 mil).

The paladin cost 950 mil, the above fittings cost other 950 mil, rule of thumb of "your fittings shouldn't cost more than of your ship" fullfilled
Jacob Holland
Weyland-Vulcan Industries
#11 - 2015-05-05 07:21:25 UTC
Nisstyre NiteWalker wrote:
But my question is with those stats will i be able to hit 40KM range with full damage and if not how much will i hit for

No.
About 85% IIRC.
Zhilia Mann
Tide Way Out Productions
#12 - 2015-05-05 18:15:01 UTC
Nisstyre NiteWalker wrote:
I got a question about range, I am using EFT and my stats on my weapons are 27+16 not sure which is falloff and which is optimal, But my question is with those stats will i be able to hit 40KM range with full damage and if not how much will i hit for i am trying to decide if i want to use Pulse or Beam with the Pulse i do 1080 DPS with those stats, And i do 928.5 DPS with 28+31 Beam range trying to figure out which will be better if the Pulse drops down to like 800 DPS at 40KM the i should just go Beam any help would be awesome thanks in advance.


At 40km you'll be doing 63% damage with your 27+16 guns and 90% damage with your 28+31 guns. Since 90% of 800 > 63% of 1080, ignoring all other factors you'll want to use the beams.

Spreadsheet for some quick calculations if you care to do them yourself.