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Old 09-02-2007, 20:29   #61
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Originally Posted by Rival View Post
Since the results we seem to keep getting appear ambiguous, I thought we might be barking up the wrong tree. While everyone seems to be focusing on HA multipliers, I thought I would do a small experiment to see if skillgains are the actual intended effect of lasers and scopes. Many people have suggested this, but I have seen no actual tests yet.

The setup: Opalo +A101
Target: Foul Young only.

I did not track the hits or misses, did not track the loot, in fact I did not even track the number killed. I went out with 20 PED ammo for each run, approximately 1 hour of hunting. I checked my skills before the hunt and noted them. I recorded my skills after the hunt and recorded them. I did 10 hunts one after the other, alternating between the naked Opalo +A101 and one loaded with a Seizzt 1950RS and two Seizzt 2000L+ for a 15% skill bonus. Each run with the scope and sights added 0.65 PED to my decay bill. My Opalo has been maxed for years, my laser sniper (hit) is 26. I used the chip optimizer tool to determine the PED value of the skills earned for each run. I believe that regardless of level the PED value of skills on identical runs should be equal as the optimizer tool accounts for the varying value of skills at differing levels. I used auto-aim only. Here are the results:

Run #1 (With attachments)
9 PED of skills

Run #2 (Naked)
6 PED of skills

Run #3 (With attachments)
8 PED of skills

Run #4 (Naked)
4 PED of skills

Run #5 (With attachments)
9 PED of skills

Run #6 (Naked)
6 PED of skills

Run #7 (With attachments)
7 PED of skills

Run #8 (Naked)
7 PED of skills

Run #9 (With attachments)
9 PED of skills

Run #10 (Naked)
7 PED of skills.


Naked total = 30 PED of skills

Attach total = 42 PED of skills.

Now, granted, the optimizer tool includes chip prices, so that would have to be subtracted out somehow. 200 PED for a test may not sound huge, but trust me, I killed a rather obscene number of foul youngs. The other problem is the rounding to the highest PED by the optimizer, it is not an accurate enough tool to get exact stats. I do know I spent an additional 3.25 in attachment decay in return for an additional 12 PED towards my skills (should I have purchased chips instead). That sounds like a pretty good deal, and does not count the agility bumps I picked up along the way either.

Perhaps this is why they raised the curve for hunting related skills... now you need uber scopes and sights to get past 5.0 HA before you retire.

You make the call. One critter only tested, one single setup. I wonder if the results would vary with different guns and different targets. Or if this is simply a statistic anomaly.

PS: selling foul bone buttons

BIG apologies for the off topic here, but, MY GF has created a new ava and we went through over 15k of ammo (150 ped) with an opalo and she's only got 320 rifle skills !! I have no idea how you have gained so much skills !

back on topic

PS, I keep seeing statements like, well as theres definate evidence for that, we'll exclude it as wrong ! Surely someone stated the earth was round before they had definate proof. Little arrorgant in my opinon to say that.

Good work though otherwise
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Old 09-02-2007, 21:01   #62
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Actually, I just wrote down the skills in pen in the composition book I use for keeping track of EU stuff, no file exists.

I included all of the skills involved in hunting, including such innoculous things such as perception, evade, and alertness to get my PED values. I do not need a fap to kill foul young so there were no fap-related bumps.
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Old 09-03-2007, 04:49   #63
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Quote:
Originally Posted by Doer View Post
It requires a python interpreter and isn't very user friendly. You still want it?

I hoped to get the functionality included in NRF or a similar program, but didn't get any bites from Squee or see enough community interest to turn it into a finished program on its own.

davidfalkayn on gmail could help you out if you want to send in the NRF file Rival.
I haven't messed with Python much but I might be able to get it to work for me. So if you don't mind sending it...

And it would be sweet if it were in NRF.
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Old 09-03-2007, 16:05   #64
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Quote:
Originally Posted by Witte View Post
To make it all a bit easyer, I heard there used to be an OCR program that reads the chat and can record the damage you do. What happened to this program? Or did it never exist? If not, maybe its a idea to create a tool like this. With help of Squee or Dutchy that should be easy to do right?

I can just set my anti RSI software on 2 seconds so the cersu doesnt die, and can let it do runs of 2000 shots or somthing, without any need of interaction.
Sarah did create an application like this a long time ago, but it stopped working after the interface update in the game, and as far as I know, the source code for it has been lost since a long time.

It would be great if someone out there could create a real working OCR application which just grabbed a screenshot of a small part of the screen and stored the text in a document file. Some features could make it even better, but isn't there already OCR applications out there which grabs screenshots, or at least, reads screenshots of your skill values?
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Old 09-04-2007, 10:28   #65
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Quote:
Originally Posted by Recoda View Post
Sarah did create an application like this a long time ago, but it stopped working after the interface update in the game, and as far as I know, the source code for it has been lost since a long time.

It would be great if someone out there could create a real working OCR application which just grabbed a screenshot of a small part of the screen and stored the text in a document file. Some features could make it even better, but isn't there already OCR applications out there which grabs screenshots, or at least, reads screenshots of your skill values?
I've been working on it but the biggest problem is the transparency of the chat window. Also it hasn't been an actual text window for may VU's.

I was using Fraps to capture every 5 secs. I decided to try; making sure the background was relatively dark but I was testing using a knife and some of the captures had the knife behind the chat which really messed up trying to pick out blue letters from the blue of the knife blade.

I haven't given up yet.....

James
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Old 09-04-2007, 15:15   #66
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Quote:
Originally Posted by jcfuller View Post
I've been working on it but the biggest problem is the transparency of the chat window. Also it hasn't been an actual text window for may VU's.

I was using Fraps to capture every 5 secs. I decided to try; making sure the background was relatively dark but I was testing using a knife and some of the captures had the knife behind the chat which really messed up trying to pick out blue letters from the blue of the knife blade.

I haven't given up yet.....

James
There is a button by the side of the chat window that lets you switch between fully transparent, semi-transparent, and opaque.
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Old 09-04-2007, 16:57   #67
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Originally Posted by Oleg View Post
There is a button by the side of the chat window that lets you switch between fully transparent, semi-transparent, and opaque.
No opaque on my system?? Something in the options I need to set??


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Old 09-04-2007, 17:12   #68
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Quote:
Originally Posted by jcfuller View Post
No opaque on my system?? Something in the options I need to set??


James
Not as far as I know, but I could be wrong, I never use this feature myself, I have it permanently on semi-transparent.
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Old 10-09-2007, 22:42   #69
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Any updates? Any new tests?

Bump?
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Old 01-25-2008, 18:06   #70
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There are about 5 billion extraneous threads about this same topic running rampant in the forum right now, so i guess it's time to bump this one (which actually has hard data rather than testimonials).

One thing that i think is new to this thread that was pointed out by The Nightbird is that the old attachment description explicitly states that it increases the chance of hitting the target.



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