In a previous post I have discussed how chosing the right projectile ammunition is important. In this article I’m going to look at the issues of range and tracking and their effects on hit quality.
Lets start off by discussing the simplest part of this equation, the range. Your guns have two attributes that affect their range: optimal range and falloff. If a target is inside your optimal range you will always be able to hit it for full damage (tracking aside). Outside of your optimal there is a decreasing hit chance with the probability of hitting reaching 50 % at optimal + falloff and diminishing to practically 0 % at optimal + 2 x falloff. The formula for this is:
0.5 ^ ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)

The plot above is for a gun with a theoretical optimal of 1 km and a falloff of 1 km. You can see that the damage drops off rapidly as the range reaches the edge of the first falloff region but the initial decrease is pretty gradual. If we plug in some numbers we can see that at 1/4 falloff you do 95 % of your theoretical maximum. At 1/3 falloff you still do 93 % and at 1/2 falloff you are still doing 85% but by 2/3 falloff this has decreased to just 73 %.
Most Amarr and Gallente pilots don’t really worry about their falloff. Amarr pilots just switch crystals to keep their targets within their optimal range while the Gallente usually hit approach and aim to get right on top of their target. The Minmatar, though, make great use of their falloff to get the most out of their speed and maneuverabilty. Let’s use a Hurricane as a standard ship and take a look at the damage it does at various ranges.
[Hurricane, Shield]
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Nanofiber Internal Structure II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Warp Disruptor II
Large Shield Extender II
Large Shield Extender II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
425mm AutoCannon II, Republic Fleet EMP M
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Warrior II x5
Warrior II x1

The graph above shows the relative ranges of RF EMP/Fusion/Plasma, Barrage, and Hail. On the face of it Hail makes for an excellent close range ammunition with EMP/Fusion/Plasma providing a good mid-range choice and Barrage being the long range muniton of choice. For a kiting ship like this Hurricane a key range is 13 km, that of an overheated web. Up to about 16 km we can see that the high damage faction ammunitions out-damage Barrage. Beyond this range Barrage becomes our best choice until we consider the resists of what we are shooting. Versus T1 armour tankers Barrage is probably still the best choice at these ranges but what about the most ubiquotous of battlecruisers, the Drake?
[Drake, Fleet]
Damage Control II
Power Diagnostic System II
Ballistic Control System II
Ballistic Control System II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Faint Warp Disruptor I
Invulnerability Field II
Invulnerability Field II
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Warrior II x5
Effective HP: 102,161
Tank Ability: 210.31 DPS
Damage Profile - (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%)
Shield Resists - EM: 66.04%, Ex: 83.02%, Ki: 79.62%, Th: 72.83%
Armor Resists - EM: 57.50%, Ex: 23.50%, Ki: 36.25%, Th: 53.25%

For this fairly standard Drake we can easily see that EMP rapidly becomes by far the best ammunition choice right out to 21 km. In fact, with the exception of when we move to the very edge of tackle range, the faction ammunitions almost always do better damage than Barrage.
So far I have pretty much dismissed Hail (and by extension the other close range ammunitons) out of hand. Now we’ll look at why. The second part of the hit chance equation considers the tracking of our guns.
0.5 ^ (((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2)
|
|
|
| Republic Fleet EMP |
Barrage |
Hail |
The three graphs above show the how range and transversal affect the ability to hit for each of the major ammunition types I’ve already discussed.
As before, lets take a Drake as an example target and look at what happens when we shoot it with EMP (because we have already learnt that this is better than shooting it with Barrage, even if we kite it). The Drake is a good target example for this because against a missile ship you want to be doing your maximum possible velocity while doing as much damage as you can to punch through its passive tank. You also, most likely, want to avoid getting into scrambler range so that you can disengage with relative ease. The Drake I have used in the example above has a maximum velocity of 1,038 m/s compared to our 1,434 m/s. Depending on how the Drake flies, our transversal will most likely be somewhere in the 500 m/s to 1000 m/s region so we can zoom in on that section of the graph. If we are confident that the Drake isn’t fit for close range tackle or just decide that we want to get in and do as much DPS as possible then it is likely that we will drop into a close orbit without our microwarp drive and we can look at this as well and see where our sweet spot lies.

The graph we generate in these situations show us that despite what you might think, you do not want to get right in close against the Drake. In fact, we get better hits between about 7,500 m and 10,000 m at most practical speeds. Of course. No situation is this simple and we have to take the Drake pilot’s actions into account. Maybe he fires up his MWD and tries to burn for freedom. Maybe he goes into a counter orbit and tries to maximise the orbital velocity so you find it harder to hit him. There are lots of other situations that we can look at to decide what, exactly, is the best thing to do but I hope that the message you take away from this is that it is not always the best thing to get in as close as possible and that pulling back into the falloff region can actually help increase the damage that you are able to apply.

The plot above shows what happens if we load Hail instead. What we can see here is that while we do have a reasonable amount of range, even a very small amount of transversal speed seriously reduces our damage output. If you can be sure that your target is going to be stationary then Hail is possibly a good choice against armour-tanking ships. In almost all cases this isn’t true and the movement of your opponent will mean that you are not landing the best quality hits. A ship that would use Hail well is a dual web Hurricane.


Another good example of this is to imagine a Rifter fight and look what happens when the two frigates are orbiting each other with either Barrage (left) or Fusion (right) loaded. If both ships opt to orbit at the same range then the transversal velocity will be about 1 km/s and then will drop depending on how they are actually manuveuring. This, in fact, is a good demonstration of why using “keep at range” to minimise your transversal is often the best approach if you can’t be sure of getting under your opponents guns. While the sweet spot for Fusion does more damage, Barrage allows you to more consistently apply damage at range and speed. The Rifters I used in this example are my favourite afterburner fit with two ambit extension rigs to maximise flexibility.
Its worth a note here that I really don’t like the term transversal velocity. The key number in turret tracking is the angular velocity, measured in radians/second. The point is that the transversal velocity does not take into account the range. What might seem like a low transversal at 18 km becomes a very high angular velocity at 1 km. Transversal velocity has become a key part of the Eve lexicon, however, and I am going to continue to use the term here. If you need a visual aid as to what constitutes transversal and how to increase or decrease it check out this old CCP Flash site.
So far in all of this discussion I haven’t included wrecking shots. These occur whenever Eve’s dice roll 0.01 or lower. For every gunshot fired in the game, Eve rolls a die and generates a random number between 0 and 1. If the dice roll, X, is greater than the chance to hit, the shot misses. If the shot hits then the quality of hit is given by X + 0.5. Using this information we can calculate the actual DPS that our ship lays down using the following formulae:
AvgDPS = Base Damage * [ ( ChanceToHit^2 + ChanceToHit + 0.0499 ) / 2 ]
So, EFT warriors, take note. The EFT DPS is pretty much never actually applied and hit quality becomes the key thing you should think about. More often it is better to optmise tracking for better hits than it is to optimise for raw damage numbers. As you fly the ship and get used to it you can use your own experiences and the combat logs to decide exactly which fit works best for you. As an example I had a conversation with a corp mate who was telling me that a railgun Daredevil would do 98 DPS against an orbitting inteceptor with Spike loaded into 150 mm railgun IIs. I then proceeded to show him that the actual DPS that would be applied in this situation is somewhere between 1 and 8 DPS, not enough to scare the inty off.
If you want to run these calculations for yourself and see the numbers for your own circumstances then there is an excellent calculator at the Eve Geek web site.
As a closing note, this disussion has been almost completely about projectile ammunitions. The main reason for this is because I have wanted to demonstrate why the faction ammunitions are absolutely the best choice in almost all circumstances. When it comes to close range guns blasters and pulse lasers do not have the same degree of choice and are simply stuck with selecting range. You can use this same methodology to compare long- and short-range fits such as railgun frigates and to understand why fitting beam lasers is pretty much never the right answer.
In future posts I will build upon this discussion to look at the strengths and weaknesses of various fits and the tactics used to get the most out of them.