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Old 02-18-2007, 15:29   #71
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just a thought:
at the beginning, we all thought armour was the only item that was affected by tt value: we've been proven wrong (so far by the looks of it) with the lasers. do you guys think we should test out weapons aswell? lots of weapons have very high tt values, and im guessing that most people usualy have them at v. low tt so they're not tying up ped.
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Old 02-18-2007, 15:46   #72
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Quote:
Originally Posted by andyzammy View Post
just a thought:
at the beginning, we all thought armour was the only item that was affected by tt value: we've been proven wrong (so far by the looks of it) with the lasers. do you guys think we should test out weapons aswell? lots of weapons have very high tt values, and im guessing that most people usualy have them at v. low tt so they're not tying up ped.

...


I don't think there's a need to test weapons. We can just assume they are affected by TT value. Oh hey, I pretty much said that in a post a few posts higher up (it says on mindark.com that items need to be repaired to function at 100%). I'll find the quote and give it to you, one second.

Edit:

Quote:
Fees

Users in EU do not pay any fixed fee or monthly subscription fee in order to be part of the Entropia Universe. Users costs are the equipment and objects that they collect and which wear out with use. Users must regularly upgrade their possessions via special automated service stations to retain full capacity.

For example, a hunting weapon wears in relation to the number of shots discharged. The wear level is indicated via status information on the screen and can also be noticed by reduced performance in the object. The normal service fee for an active user lies between 0.5 and 1.5 USD per hour.
I hope that satisfies you.
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Old 02-18-2007, 16:01   #73
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fair enough. just that for a long time (well, since i joined) i managed to drill into my head that it was only armour we needed to worry about. also, quite a lot of people have the same views too (i've noticed whenever they write in noobies section when they're helping out). yea i read that too, but i dunno i just never thought much of it.
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Old 02-18-2007, 16:04   #74
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with all this now i understand the purpose of (L) stuff,theyr the chance of husing something with theyr full performance till they get broke..since we wont get full performance of regular stuff non (L) since they get damaged each time we use it,lowering this way the performance...
all this time and only now figured this...and this applyes to everything i suppose...
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Old 02-18-2007, 16:18   #75
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Quote:
Originally Posted by Konve View Post
I can tell you now that I think 10 HA = 9% miss and not 8%.
Yeah after my runs of 1k shots i agree that, at least under normal playing conditions, 9% is more realistic no matter how careful one is. You can go for a long time with 7-8% missed, and then you'll miss 3 or 4 on just a single mob. I always thought that was lag or something else in netcode, but after doing a few very careful runs where i pause and reposition every time i miss, now i'm wondering if that's just a spike in the "dynamic" variation in miss rate, much like what happens with mob hitrate, loot, etc.

Quote:
Likelyhood that attachments have any effect at already maxed stats: Dreadful.
That seems to be the result of the other short tests people have done, too. I didn't get to try with repaired attachments, but with almost broken attachments i really couldn't see a difference -- for better or for worse.

Now we need tests un-maxed weapons...
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Old 02-18-2007, 17:26   #76
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Quote:
Originally Posted by Konve View Post
...


I don't think there's a need to test weapons. We can just assume they are affected by TT value. Oh hey, I pretty much said that in a post a few posts higher up (it says on mindark.com that items need to be repaired to function at 100%). I'll find the quote and give it to you, one second.

Edit:

I hope that satisfies you.
Yes, but some months ago when I looted a fap-35 with a tt of about 20ped from a Bristle. I went to PA fapping sweating newbies until it was broken and then I gave it away.
The thing is that I healed max every single click all the way down until it couldn't be used anymore.

So it seems that faps isn't affected by it.
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Old 02-18-2007, 17:27   #77
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Quote:
Originally Posted by andyzammy View Post
fair enough. just that for a long time (well, since i joined) i managed to drill into my head that it was only armour we needed to worry about. also, quite a lot of people have the same views too (i've noticed whenever they write in noobies section when they're helping out). yea i read that too, but i dunno i just never thought much of it.
Konve- I also had this exact thing drilled into my head.. only armour matters to have at full TT... not sure if Mindark added this recently to their page.. but it is news to me. Wouldn't hurt to do a few tests with a near 0 TT weapon and a full now would it?
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Old 02-18-2007, 22:33   #78
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Quote:
Originally Posted by Hybrid View Post
Konve- I also had this exact thing drilled into my head.. only armour matters to have at full TT... not sure if Mindark added this recently to their page.. but it is news to me. Wouldn't hurt to do a few tests with a near 0 TT weapon and a full now would it?

Wouldn't hurt at all, be my guest.

But it's not news. I am posetive I read it on the old info booth. (Read: The version of project-entropia.com that was around the time PE went gold - ie 2003.)
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Old 02-18-2007, 22:57   #79
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Ok then I will run a few tests

Now.. to figure out how MA judges "performance". Perhaps I will have to write down my damage each shot (include misses) and get an average damage with low TT and with full.. will let you know my results
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Old 02-18-2007, 23:03   #80
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Adding another important aspect to this thread, that I wrote about almost a year ago:

I am having doubts in laser sights&
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