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Al hubbard (talk | contribs) Added weapon systems template |
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The penalty for exceeding the optimal range by a small amount is reasonably low; the chance to hit a target at 33% of the falloff range in excess of the optimal range is still above 90%. However, as the distance increases, the chance to hit decreases faster and faster. | The penalty for exceeding the optimal range by a small amount is reasonably low; the chance to hit a target at 33% of the falloff range in excess of the optimal range is still above 90%. However, as the distance increases, the chance to hit decreases faster and faster. | ||
[[File:QST_turret_range.gif|left|alt=range animation showing falloff]] {{clear}} | |||
As was mentioned in this page's introduction, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases in falloff. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. [http://wiki.eveonline.com/en/wiki/Turret_damage According to the Eve wiki] at optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect something like 40%, not 50%, of your theoretical maximum DPS. | As was mentioned in this page's introduction, your chance of dealing good, more damaging hits ('wrecking' shots that deal more damage) decreases as your chance to hit decreases in falloff. This relationship is not linear, and your chance of good hits decreases quite rapidly as you move into falloff. [http://wiki.eveonline.com/en/wiki/Turret_damage According to the Eve wiki] at optimal + falloff, where your chance to hit is (as always, assuming other factors don't intervene) 50%, you can expect something like 40%, not 50%, of your theoretical maximum DPS. | ||