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Old 05-08-2008, 22:24   #11
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Quote:
Originally Posted by Jimmy B View Post
The only thing we know for sure is that whatever it is they do, Marco thinks that they do it on maxed SIB guns as well as normal guns.
Then we can test with noob avatar and opalo

I mean see if 50% mod skill attachment are effective on opalo , can not be so hard...
i guess after som thousand of shoot , it must be cleary visible....
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Old 05-08-2008, 22:38   #12
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Quote:
Originally Posted by BruuD View Post
What Etopia says, can we over-max an item.
That was why i first thought they would not do anything, cause max = max, so nothing to be added...
Can we over-max an item, interesting question. With just logical thinking i'd say it indeed give more skills (more decay = more skill, like someone mentioned) but don't know if there is another benefit from using attachment on maxed weapons.

Same question will be, is there any use to have over 100 in a profession, since we are assuming that a weapon is maxed at lvl 100 ??
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Old 05-08-2008, 22:51   #13
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Quote:
Originally Posted by Etopia View Post
I think there was som marco post saying they do something even on maxed item...

In other hand , can we over max an item ?
i'm pretty sure i've seen screenies of over maxed range or was it something else

so applying the same MA logic to the other attributes of a weapon i'd be tempted to say yes, though none of it makes sense
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Old 05-08-2008, 22:52   #14
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Quote:
Originally Posted by Etopia View Post
Then we can test with noob avatar and opalo

I mean see if 50% mod skill attachment are effective on opalo , can not be so hard...
i guess after som thousand of shoot , it must be cleary visible....
Yeah testing the skill gain thing (for big percentage change in rate) isn't too hard. Noob avatar may be easiest yes, but the difficulty is finding a noob who's sufficiently on the ball to understand exactly how the testing needs to be done without messing it up. But to be honest this can be tested on any avatar really, and in some ways is probably better done on a reasonably well skilled avatar (skill gain rate is really erratic early on anyway, but by the time you've got 6k-7k rifle/handgun its much more steady). You'll never catch it if its causing an increase like 2% as if you observe that it could be anything. But if say skill mod=50% means you gain 50% extra skills then that should be easy enough to spot.
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Old 05-08-2008, 23:05   #15
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I think scopes and lasers have no effect of maxd weapons because the weapon is maxd.
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Old 05-08-2008, 23:50   #16
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Imho it has an effect on skill increase amount in the same way as using more colors (more TT value burned) effects the skill increase when coloring.

You can see it with other weapons (not amped but different TT value and decay). Kat Determination skills faster than Axe2x0, MK-II skills faster than Jester-1, EP-41 skills faster than ManMPH.
The list can be continued, higher TT value/decay always gives you better skillincrease, so it sounds very logical to me that adding scoop and lasers effects the skill increase in the same way.

Would be nice if someone could test it so we know exactly if it is like that or not.
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Old 05-09-2008, 00:52   #17
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I feel attachments DO still help, regardless of maxed or not.

No hard proof from me of course, just my opinion.


Why I feel this is true, is mostly from what I've seen hunting with the wife.



Same guns, both maxed, same amps, same everything, except skills.

Damage output is consistantly higher with the higher skilled ava, so that tells me there is more to it than "maxed" on weapons.
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Old 05-09-2008, 02:51   #18
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From the comments in Star's thread I am testing atm - loot seems to be better already

btw you don't need two exact avatars - TT gains of skill is what is important, and any other residual gains can be deconvoluted (like serendipity being a cross-profession skill)

As long as the avatars use the same (maxed) equipment for a month? it should null any anomalies - maybe ten manis each then measure their skill changes afterwards.

It should at least show whtehr it's a signigifcant/measurable gain or not (rather than 2%)
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Old 05-09-2008, 03:35   #19
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I go under the assumption that like in crafting (max =42%) Hunting would follow similar rules so any help to aid in its( the guns) success rate would be great.

I have 2 lasers and a scope on EVERY weapon including the opalo when I use it..if anything I feel better knowing I am doing what I can to get the best preformance of that particular weapon.
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Old 05-09-2008, 07:59   #20
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Quote:
Originally Posted by Jimmy B View Post
Yeah testing the skill gain thing (for big percentage change in rate) isn't too hard. Noob avatar may be easiest yes, but the difficulty is finding a noob who's sufficiently on the ball to understand exactly how the testing needs to be done without messing it up. But to be honest this can be tested on any avatar really, and in some ways is probably better done on a reasonably well skilled avatar (skill gain rate is really erratic early on anyway, but by the time you've got 6k-7k rifle/handgun its much more steady). You'll never catch it if its causing an increase like 2% as if you observe that it could be anything. But if say skill mod=50% means you gain 50% extra skills then that should be easy enough to spot.
I dont think atachment give an increase of skill gain.
It should reduce skill gain.
Since skill gain depend on curent skill , and the curent skill is highter because of the mod(not you )...
Also , i dont think atachment affect all skill , but probably only som , like 1 or 2 skill.

Best imho would be to test the hit rate.This can be tested on any avatar.Problem is , thats very boring to count all hit and miss .. so find 5 or 10 avatar to gather enought data may be a bit hard.
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