no you don’t.
Sig is a limiting factor, and it compensates the speed, while speed does not.
If your target is half as big as your explosion radius, and twice as fast as its explosion velocity, it will take circa 1/4th the damage (more for precision, and small missile types). Assuming a drf of 1 (so application is linear with the precision/evasion ratio)
- If you web it -90% speed , it still takes only 1/2 the damage.
- If you paint it +900% size, there it takes full damage.
(actually since the effect is usually not linear with the precision / evasion ratio, those numbers are incorrect, but since the application is increasing with this ratio my example is correct : you will deal more damage in the second case)
That’s why rigor is often better than flare, even if rigor takes more calibration.
Also the effect of painter stacks with eg a rigor (or two) while GC is penalized (for the sig part).
Typically if you have two rigors , and you want two more mods for the application :
- GC : the -16.5 explosion bonus becomes -9.42 for the first, and -4.6% for the second, while the velocity remains +16.5% for the first and 14.34 for the second.
resulting in a total gain of precision / evasion ratio of (100+16.5)×(100+14.34)÷(100−9.42)÷(100−4.6) = 1.5415 ( = +54.15% precision so up to +54.15% DPS on the target)
- painter : one painter alone gives +38% signature, the second one +33%, total +83.6% sig on the target.
Using two painter instead of two scripted GC therefore gives +19.1% precision so up to +19.1% DPS.
Of course if you can use faction painter the result is even bigger.
For longer range however this changes. There is no point in shooting further than your target range, therefore in some cases you can use an unscripted GC to reach targeting range, while also providing a bit of application. Plus the effectiveness of target painters is limited in range, while gc can go as far as your missiles reach.
TLDR : use painters for close range, GC for longer range, grappler + painter+ scram + rigors with torpedoes.