When calculating your damage, in addition to your personal ability to aim and weapon falloff ranges, you must also take spread and enemy hitbox size into account. Mechs with a bigger hitbox size are easier to hit with all traces, hence you can against them choose to engage at a longer distance or equip a weapon with more spread (and possibly damage).
Because Salty Stats has weapon spread information which isn't accurate or informing, nevermind in practical form, I decided to make a spreadsheet with ranges in relation to mech hitboxes.
How I tested these: holograms, hitbox finding with accurate weapons, visual spread pattern comparison to hitbox edges, sharpshooter/reaper distance calculation and patience.
Basically what this spreadsheet means that if you have perfect aim, you will always hit the enemy from this distance. After that you start losing DPS, first slowly but exponentially more as more distance is gained. Because of the hitboxes' tall rectangular form (and most spread patterns are roundish squares or wide oval), the DPS loss is softened at first but then the function starts being more influential on the DPS calculation when the spread pattern is fully outside of the full mech hitbox.
So in addition to damage falloff, personal skill, you might as well take into account the damage loss due to spread and hitbox size. The formula is (without the softening taken into account):
DPS spread multiplier = (OptimalDistance/CurrentDistance)^2
where CurrentDistance >= OptimalDistance and OptimalDistance is what's shown in the sheet, CurrentDistance is your distance to the enemy. The formula always results in 1.0 or less, you don't gain more damage simply because you're closer. So if you want to "simulate" this or make graphs with damage falloff taken into account, use a Heaviside function with this.
Difference between verified and derived:
Verified means I have tested it personally and have found it to work.
Derived means I have taken a verified value and multiplied/divided so that it suits the general formula:
[A->B multip. = 1.24]
[B->C multip. = 1.18]
(Note: I think they should be 1.25 and 1.2 to suit 4m, 5m and 6m wide hitboxes but so far those numbers have been more accurate have shown otherwise.)
Note: this is the first draft, the numbers aren't absolutely accurate (possible error margin +-5%) and very likely to change.
I only included somewhat relevant weapons so far and excluded projectile weapons and perfectly accurate weapons. There's no PN either because of its variable spread and multiple times of work compared to other weapons, and it's not even a good weapon.
If you quote this post, don't include the picture (because it might change into a more accurate version).
Edited by (KDR) Kopra, 05 July 2015 - 07:14 AM.