Statistics: Posted by Trixie Lapin — 2017.04.11 21:03

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Normally (without the TD resistance) reducing the falloff by around 40% with the TD puts 8.5/9km so far into second fall-off for Null that you barely take a hit. However with the resistances as calculated above that changes quite a bit.

You're right - fighting at 9km rather than 8.5km isn't going to do much here - it moves me out of his first falloff but not deep enough into second falloff (which is going to extend out to like 16km here) to make the fight viable.

Statistics: Posted by Breeze One — 2017.04.04 07:48

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Applying the basic TD (32% range reduction) to my Hecate in Sharpshooter mode reduces effective range with Null to 8.42km from 9.45km (I don't quite have perfect range skills)

That's a 10.9% reduction - exactly as I calculated above

With perfect range skills, (9.5km fall-off) that would give you a 8.41km falloff range post TD

So, basically my math is correct, and the reason I was getting hit at 8.5km was that I was probably slingshotting slightly in and out of the 8.5km range, probably enough to take some hits at 8.4 or even 8.3km

On that basis then, fighting at 9km would still work as a tactic in this fight - as you have more latitude to slingshot a bit while not getting hit.

HOWEVER - the caveat to this is the Sooth Sayer booster which boosts Falloff range. Standard increases it by 10%, the Strong variant by 20%

That moves the falloff range AFTER 32% TD to 9.3km and 10.15km respectively. I don't know if my opponent was using that, in fact I dont know if anyone really uses that (I only just discovered it exists), but if they DO, then the whole strategy kind of goes out of the window.

Statistics: Posted by Breeze One — 2017.04.03 16:24

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I used my Confessor, which in Sharpshooter mode has:

66,6% increased resistances against hostile Sensor Dampeners and Weapon Disruptors while Sharpshooter mode is enabled.

So I took note of my targeting range and tracking speed in propulsion mode as well as in sharpshooter mode, then asked Biwako to menacingly (since it had to be hostile) sensor damp me, and asked Bobby to tracking disrupt me ... then after verifying their respective EWAR succeeded, I checked the results in both modes.

Unsurprisingly, the sensor dampinging and tracking disruption was reduced (in effect) by 66,6% meaning at least those two are simply reduced in effectiveness, leaving chance the same.

It might not be a wild stretch to believe all but jamming works this way, but I don't really have a titan to try out jamming, so not exactly sure how to proceed from here. Here's hoping someone has a titan and can confirm how jamming works

Statistics: Posted by Cassiel Seraphim — 2017.04.03 15:25

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B'aldrick Aivoras wrote:

I take it to mean that a TD is only effective 33.3% of the time so the TD will only reduce the range on average 1/3 of the time and the other cycles will be 100% so he hits you just as hard. I'm probably wrong on that so I'd to know the definitive answer too!

Ah ha! If you're right, that would explain why pyfa doesn't adjust the range in sharpshooter mode due to the TD resistance. I was imagining the resists were a straight 2/3 reduction in the effect of the TD every cycle, not a 2/3 chance to resist it fully.

Statistics: Posted by Trixie Lapin — 2017.04.03 14:04

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Statistics: Posted by B'aldrick Aivoras — 2017.04.03 13:34

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T1 Tracking Disrupter applies a 32.5% (at basic skill level) reduction to turret range with a range script loaded

However a Hecate in Sharpshooter mode has a 66.6% "increased resistances against hostile weapon disrupters"

My assumption is that the maths here is that the 32.5% gets reduced by 66.6% so it only applies a 10.9% range reduction in this case. Is that how the calculation works?

I ask because I had a case recently where a Hecate with Null loaded was able to hit me at 8.5km even with the TD applied. Null on a Sharpshooter Hecate has a falloff at 9.5km, and my skills mean the TD should be applying a 37.5% range reduction.

I calculate that as being a modified fall off range of 8.3km - lower than where my keep at range was set (dual webs so I had full range control)

Now it's very likely I was getting caught slightly inside 8.5km which was how he hit me. But I want to confirm this point before I try again in case my calculations are still off.

Anyone know how this calculation works? Pyfa seems to really struggle with simulating this.

Statistics: Posted by Breeze One — 2017.04.03 13:26

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