Target painters with drones

I understand how target painters work with missiles because I understand the numbers being compared (sig radius vs explosion radius), and how that affects other things like velocity vs explosion velocity.

I do not understand how target painters affect drones, specifically heavy drones, and where break off points are for using them vs omni-directional tracking links. Any help would be much appreciated.

Drones use turret mechanics to determine if they hit or not. The equation is:

Turret hit chance.png

Bloating the enemy signature radius will increase that portion of the equation, however I’ll leave it to the mathematicians floating around here to calculate any break points/best practices. Summoning @Anderson_Geten

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I like painters because they will buff your whole team’s dps where tracking is concerned. If you’re by yourself, you might benefit from a less cap intensive mid slot like the omni tracking link.

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yeah, also average damage application is close to hit chance (from -20% IIRC at 0.5 to +200% under 1%) the exact formula is

Evasion(ev)= angular * 40000 / tracking / sig
HitChance(hc)=0.5^ev²

if we are <1% hit then mult = 3*hc (all the hits are crits)

otherwise we integrate the multiplier :

mult = int[0...0.01] 3dx  << crit if we the roll is <1%
       + int[0.01...hc] 0.5+x dx << normal hit if the roll is between 1% and hitchance%
       + int[hc...1] 0 << miss if the roll is above the hit chance %

the crit part is 0.03
normal hit part integrates in 0.5x + x²/2 for hc minus for 0.01 : 0.5hc + hc²/2 - 0.005 -0.01²/2

total value is

 mult = 0.03 + hc/2 +hc²/2 -0.005 -0.00005
      = (hc²+hv+0.0499)/2 which we can approximate as
      ~ (hc²+hc+0.05)/2

from this we can replace the hc with the value hc = 0.5^ev² :

mult = (0.5^2ev² + 0.5^ev +0.05) /2

There is no break point. depending on the evasion of the target, and assuming your drones are in optimal range,you need to compare mult before and after application.
eg a web 60% multiplies the evasion by 0.4 , so you need to compare the modified evasion with the original evasion.

It’s interesting math, but it does cause some questions.

Because drones orbit the target if it’s going too slow, wouldn’t that cause the angular to go up from the perspective of the drone (we don’t use the ship value here right, we calculate it from the drones perspective?)? That makes it hard to figure out, since we don’t have access to those numbers.

The target painter always helps us in this situation, but I’m not sure if it’s the most efficient manner. I guess the trade off is that it does affect everything, which is really what I’m looking for. I’m already sacrificing one DDA to fit all the painters.

The fits that I’m working with right now are two nestors.

One has 3 DDA’s using ogres.

The other has 2 DDA’s, 3 painters, using ogres. I have been working to fit a grappler into the fit as well. Right now I’m using them against minor conduits, which is frigate heavy, but I’m not sure if I would be better served with changing up mods.

Anyway, thanks for the replies, they give me a better idea of what I’m doing, even if it’s not super clear.

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angular = difference of speed vectors projected on the orthogonal of the radius, divided by the distance.

so if either the drone or its target goes faster, assuming they go in different directions, the evasion of the target increases.
So yes, if a drone is orbiting a grappled target which has a small sig, it won’t touch it because his own speed screws its tracking. Same when you are orbiting a small target with long range guns.

for your painter vs grappler : look if the drones can shoot a target going at their speed, because that’s what it’s angular will be.

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I would imagine the stacking penalty on painters would make an omnidirectional tracking link better choice for that 3rd slot.

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