Right, apparently my question has been misunderstood. Let me try again.
My question wasn’t about to-hit mechanics (which I’m quite familiar with, having been around and spreadsheeting builds since before turret tracking was simplified), it was about whether Triglavian disruptors would activate at all if their target is outside of their optimal range.
You can activate any Empire turret/launcher on any target you have locked regardless of range, even if you have no (or effectively no) chance of hitting it. But with a scram/web, if your target is beyond optimal, you cannot even activate the module. See the distinction I’m getting at? This matters because Empire turrets/launchers don’t have that unique Triglavian disruptor mechanic where their damage builds up over time as long as they are activated against the same target.
So this gets me back to my original question (although hopefully better worded this time): does a Triglavian disruptor stop cycling (or not allow you to activate it) when its target exceeds its optimal range like a scram/web, or does it keep cycling with zero chance to hit like an Empire turret firing well beyond its optimal/falloff? I know this may seem like a trivial distinction, but it’s really not.