Damage falloff mechanics?

sorry for necroing,
but as I googled for the exact same question and haven't found any reasonable answer besides this open question...

so, any1 know something about that?
thanx

Edit: after some more google-fu I found an old Video from Cornelius from January 2016. Back there it seems the damage reduction is linear, when keeping in mind than falloff for pulse is 500m and for beam it's 600m

Edit2: my reason behind this question is whether I should take OvCh5-Beamlasers (~13 DPS) or LR5-Beamlasers (~9 DPS) as turreted class 2 weapons on my Vette.
It seems the crossover is at about 1300m, that is when I could stay nearer (RES, Sneak attack) I can use overcharged, but when I fight more diverse (CZ, smaller/faster targets) I should use long ranged ones. Is this the correct interpretation?
 
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sorry for necroing,
but as I googled for the exact same question and haven't found any reasonable answer besides this open question...

so, any1 know something about that?
thanx

Edit: after some more google-fu I found an old Video from Cornelius from January 2016. Back there it seems the damage reduction is linear, when keeping in mind than falloff for pulse is 500m and for beam it's 600m

Edit2: my reason behind this question is whether I should take OvCh5-Beamlasers (~13 DPS) or LR5-Beamlasers (~9 DPS) as turreted class 2 weapons on my Vette.
It seems the crossover is at about 1300m, that is when I could stay nearer (RES, Sneak attack) I can use overcharged, but when I fight more diverse (CZ, smaller/faster targets) I should use long ranged ones. Is this the correct interpretation?

it depends, it depends what you eant those beams to be fore, sheilds and hull? also, the size of the target.

if you only go for dropping shields, use the long range ones. if you also use them for scrapping hull, stuff will start to differ depending on your enemy ships hull hardness an range.

I made this chart, which is for burst and pulse lasers. However for beams you woudl just see an increase of the horizontally liene sofr another 100m. and youc annot utilise focussed mod for beams.

diTRxIj.png


it shows the % of damage done regular and vs hulls of a ship of hardness 70.

But 2.3 will heavily buff the big 3's hardness which means the c2 weapons will heavily drop effective damage vs hulls. In that case you can make them as shield droppers, then go for long range. or if you want them to do damage better take bursts with focussd mod to increase your piercing.

I am generalyl very disappointed by beam lasers in the smaller classes, they run at rather much energy draw and heat generation for not much performance.

utilsing overchared also icnreases your power draw a lot. that is good if you stay within the range where overcharged is havign the advantage and if you swithc to other weapons later, (when shields drop). But when you want to utilize 2 c2 beams with overcharged while using other wepaons at the same time, you basically just make them compete with other wepaons power consuption.

So it really depends on the scenario you want to use them, and the opponent.
 
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thanx Lily (+ repped)

I do have a very energy efficient combat zone variant of my Vette with 3 MCs and 4 focused Pulse lasers (with increased armor piercing). 4/1/1 always possible without changing besides of fast boosting.

The other one (the one I talked about above) should be more the Hunter one in HazRes where I can get a sneak attack (atleast on the first craft when in wing). This one also has 3 MCs for hull penetration.
Lasers are mostly for fast shield stripping, and power isn't a big problem (charge enhanced 5 gives me a huge 10.27 MW/s). So I still can't decide if OvCh5 isn't still faster when staying lower than 1300m to the target - in sneak attacks always possible. Long Range is better all around that's sure.
 
thanx Lily (+ repped)

I do have a very energy efficient combat zone variant of my Vette with 3 MCs and 4 focused Pulse lasers (with increased armor piercing). 4/1/1 always possible without changing besides of fast boosting.

The other one (the one I talked about above) should be more the Hunter one in HazRes where I can get a sneak attack (atleast on the first craft when in wing). This one also has 3 MCs for hull penetration.
Lasers are mostly for fast shield stripping, and power isn't a big problem (charge enhanced 5 gives me a huge 10.27 MW/s). So I still can't decide if OvCh5 isn't still faster when staying lower than 1300m to the target - in sneak attacks always possible. Long Range is better all around that's sure.

https://coriolis.edcd.io provides full details on effective damage at different ranges (with the assumption of stright-line falloff). Set your different weapons up and look at the 'Damage dealt to' section.
 
Do you have a reference for using straight line damage falloff?

that would be the interpretation of what the devs gave back then

https://forums.frontier.co.uk/showt...odifications?p=3884811&viewfull=1#post3884811

https://coriolis.edcd.io provides full details on effective damage at different ranges (with the assumption of stright-line falloff). Set your different weapons up and look at the 'Damage dealt to' section.

yes it does, but visual grapsh are bit easier to compare than all the raw numbers in those tables. Thats why I made my own a bit which i also cna adjust as I please as well as mix in any way I want (especially when i mix various wepaons and want to see how this is ding especially on a dps/energy cosnumption or heatgeneration.
 
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that would be the interpretation of what the devs gave back then

https://forums.frontier.co.uk/showt...odifications?p=3884811&viewfull=1#post3884811



yes it does, but visual grapsh are bit easier to compare than all the raw numbers in those tables. Thats why I made my own a bit which i also cna adjust as I please as well as mix in any way I want (especially when i mix various wepaons and want to see how this is ding especially on a dps/energy cosnumption or heatgeneration.

There are graphs directly beneath the charts.
 
There are graphs directly beneath the charts.

where exactly? all I get is graphs here

https://coriolis.edcd.io/outfit/dia...ledjsef51f1717----490201-2h.Iw1/kA==.Aw1/kA==.

below the ships setup.

But what I need is a weapon only comparison, where I don't have to equip them to the ship first. So When i want to compare 6 differently modded Huge weapons, cna I do this, and where? because I can't find such a chart. Only way to get graphs I know of is then putting them into Corvette but that only allows me 2 Huges to compare.
 
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where exactly? all i get is grpash here

https://coriolis.edcd.io/outfit/dia...ledjsef51f1717----490201-2h.Iw1/kA==.Aw1/kA==.

below the ships setup.

But what I need is a weapon only comparison, where I don't have to equip them to the ship first. So When i want to compare 6 differently modded Huge weapons, cna I do this, and where? because I can't find such a chart. Only way to get graphs I know of is then putting them into Corvette but that only allows me 2 Huges to compare.

Expand the "Damage dealt to" section will give you the graphs.

And yes, you can only see the graphs for the weapons you have on-board. This is because there needs to be somewhere to set up all of the modifications.
 
Expand the "Damage dealt to" section will give you the graphs.

And yes, you can only see the graphs for the weapons you have on-board. This is because there needs to be somewhere to set up all of the modifications.

ok, yes then i know what you mean, but this is a bit insufficent for the data I need, because this also takes standard sheilds and armor into consideration. But I simply need the weapons values in first place. ther eis currently too many variables into these which makes many charts necessary and mixing some, some resulting graphs can then be quite messy. But they give a good indication on specific information I need. Coriolis does that only on a rather basic level.
 
ok, yes then i know what you mean, but this is a bit insufficent for the data I need, because this also takes standard sheilds and armor into consideration. But I simply need the weapons values in first place. ther eis currently too many variables into these which makes many charts necessary and mixing some, some resulting graphs can then be quite messy. But they give a good indication on specific information I need. Coriolis does that only on a rather basic level.

Coriolis takes in to account weapon modifications and hull hardness for the chosen target, along with standard resistances.
 
Coriolis takes in to account weapon modifications and hull hardness for the chosen target, along with standard resistances.

yes but standard resistances aren't good, because many people, and even NPC's varry in them, so the most reliable source is the weapons themselves at their damage and then simply comparign this with your expectations. In my own charst I can alter them as I please quickly, thats why I do them.


thanx Lily (+ repped)

I do have a very energy efficient combat zone variant of my Vette with 3 MCs and 4 focused Pulse lasers (with increased armor piercing). 4/1/1 always possible without changing besides of fast boosting.

The other one (the one I talked about above) should be more the Hunter one in HazRes where I can get a sneak attack (atleast on the first craft when in wing). This one also has 3 MCs for hull penetration.
Lasers are mostly for fast shield stripping, and power isn't a big problem (charge enhanced 5 gives me a huge 10.27 MW/s). So I still can't decide if OvCh5 isn't still faster when staying lower than 1300m to the target - in sneak attacks always possible. Long Range is better all around that's sure.

10,27MW? wow can you post the rolls that PD has gotten?
 
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