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Old 04-13-2008, 02:03   #11
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Excellent guide, +rep!



I'm not sure about this part - I didn't think the Skill Progress had a relationship with skill gains. You're right, it's not a good idea to use a weapon on which you are below 100% Skill Progress, but that's because you will have very poor hit/damage stats on the weapon, as you're not skilled enough to use it properly. It doesn't really have anything to do with skill gains, if I understand it correctly.
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Originally Posted by Jimmy B View Post
Yeah correct Oleg. It represents how close you are to reaching the required stats for the gun. So if you need lvl 10 to use a given gun, skill progress would be 90% when you reach lvl 9. Think that's how it works anyway.
I started to write to make a correction to this, when something came across my mind: Aren't all of the old-style non-(L) weapons 100% skill progress, whether they are maxed by the individual's skill or not? I have a feeling that the above is probably true for the (L) weapons, it makes complete sense, but what about the same statistic on the non-(L) weapons that always say 100%? Anybody know? I'd like to present as accurate information as possible. Thanks for all feedback!
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Old 04-13-2008, 02:04   #12
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Old 04-13-2008, 02:06   #13
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Quote:
Originally Posted by Silver Ice View Post
I started to write to make a correction to this, when something came across my mind: Aren't all of the old-style non-(L) weapons 100% skill progress, whether they are maxed by the individual's skill or not? I have a feeling that the above is probably true for the (L) weapons, it makes complete sense, but what about the same statistic on the non-(L) weapons that always say 100%? Anybody know? I'd like to present as accurate information as possible. Thanks for all feedback!
Yes, non-L weapons are always 100% because the required level is 0. It still doesn't matter to skill gains. I suppose the main thing to note here is that on the old-style weapons you'll still have poor stats even though it says 100% progress, unless you have high hit/damage professions.
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Old 04-13-2008, 02:13   #14
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Quote:
Originally Posted by Oleg View Post
It may also be worth noting that exact decay costs can usually be found on Entropedia, and perhaps that a broken can't be dropped.
Will add this note!

Quote:
Originally Posted by Oleg View Post
Yes, non-L weapons are always 100% because the required level is 0. It still doesn't matter to skill gains. I suppose the main thing to note here is that on the old-style weapons you'll still have poor stats even though it says 100% progress, unless you have high hit/damage professions.
Thank you for the confirmation!
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Old 04-13-2008, 15:16   #15
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Scopes and laser sights have been added; other corrections have been made. Thank you to everyone for the feedback, it is much appreciated!

Feel free to comment if there is anything else that needs to be added or corrected, or if you just like/dislike the guide!
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Old 04-14-2008, 15:33   #16
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Coolness Extraction

I'd like you to add a section explaining how the Hit Ability and the Damage Range affect the actual damage done. Something along the lines of

The probability of hitting is between 80% and 91%, depending on whether your HA is 0.0 or 10.0 (for non-L weapons your Hit Professional Standing varying between 0 and 100)

The average damage done on a successful hit is the average of the minimum and maximum damage, so varies between 62.5% and 75% of the maximum, (for non-L weapons, depending on your Damage Professional Standing varying between 0 and 100)

The actual average damage therefore is these two percentages multiplied together, i.e the maximum damage of the weapon multiplied by between 50% and 68.5%. I can't say exactly how Critical Hits modify this, but I think the top figure is increased to about 75%.
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Old 04-14-2008, 15:35   #17
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Excellent guide, just what the new players and the not so new players need

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Old 04-14-2008, 15:41   #18
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Coolness Extraction

Since this is a guide for new players, how about using the Opalo and Jester D1 to illustrate the difference between the weapon types (emphasising the advantage that the Opalo starts at HA 3.0, and rapidly gets better). Add in the Emik S30 as an example of an L weapon (which starts at HA 0.0, but rapidly gets better)
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Old 04-14-2008, 17:09   #19
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Quote:
Originally Posted by Silver Ice View Post
Condition Limit: 3.0% The minimum condition percentage. For example, if the weapon is worth 100PED at full Trade Terminal value, and the condition limit is 3.0%, then the minimum condition for the weapon is 3PED Trade Terminal value. When the weapon, or any other item reaches it's minimum condition, it can no longer be dropped on the ground or in an estate.
And most of all you can't use it anymore. Remembering some discussions about this I'd say it should be added.

Besides that very nice
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Old 04-14-2008, 17:16   #20
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Marksmanship Blueprint Comprehension

a good guide, +rep to you!
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