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A gun's '''optimal range''' is the range within which, if tracking and signature resolution don't intervene -- and (see below) practically speaking they probably will -- the gun has a 100% chance to hit. | A gun's '''optimal range''' is the range within which, if tracking and signature resolution don't intervene -- and (see below) practically speaking they probably will -- the gun has a 100% chance to hit. | ||
Accuracy '''falloff''' is a measure of how quickly a gun's accuracy decreases as a target moves ''beyond'' optimal range. At a gun's '''optimal''' range ''plus'' its '''falloff''', it will have a 50% chance to hit ( | Accuracy '''falloff''' is a measure of how quickly a gun's accuracy decreases as a target moves ''beyond'' optimal range. At a gun's '''optimal''' range ''plus'' its '''falloff''', it will have a 50% chance to hit a stationary (or large and low-traversal) target. At a gun's '''optimal''' ''plus'' '''twice its falloff''' it will have only a 1/16th chance to hit a stationary target, and it might not be worth firing at all unless you're simply trying to draw aggression from a rat, which you can do all the way out to your maximum targeting range. | ||
So, for example, say you're firing a gun fitted which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you, starting at only 1km range. You will (if nothing else intervenes) always hit a target that is less than 20km (your optimal range) from you; your chance to hit will gradually decrease as your target moves between 20km and 26km (your optimal + falloff) from you, reaching 50% at 26km. By 32km (optimal + twice your falloff) your chance to hit will be | So, for example, say you're firing a gun fitted which has 20km optimal range and 6km falloff at a target which is moving steadily straight away from you (zero traversal), starting at only 1km range. You will (if nothing else intervenes) always hit a target that is less than 20km (your optimal range) from you; your chance to hit will gradually decrease as your target moves between 20km and 26km (your optimal + falloff) from you, reaching 50% at 26km. By 32km (optimal + twice your falloff) your chance to hit will be down to 6.25% and decreasing. | ||
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. | ||