FYI: Melee Amps

thried on 10 differents weapon it works only on tt one and neptune mm edition lol
 
0.3559 pec decay on nanorep for 1 dmg at 6% or 12% but:
prism
sparkbite
splitfire


...not working :)
 
Ok, let's see if I understand this:

Amp adds 1 extra damage
Amp decays 0.3559pec
eco = 2.81 dam/pec

Which sounds terrible but it also reduces decay of blade by 6%

So if placed on a tt enblade:

before amp

Dam = 11
decay = 2.788
eco = 3.945

after amp

dam = 12
decay = 2.62072 + 0.3559 = 2.97662
eco = 4.031

But if you could put it on a master guards spiked club, then:


Before amp
dam= 200
decay = 48.20
eco = 4.149

after amp

dam = 201
decay = 45.308 + 0.3559 = 45.6639
eco = 4.40



I don't know what weapons you can or can't attach it too, but seems like the main aim is to increase eco with a tiny bit of extra dam. However, if they make bigger amps with similar stats then they'll increase dam a lot at the expense of eco. Strange way to do things.


Or maybe i'm just reading this all wrong.
 
Ok, let's see if I understand this:

Amp adds 1 extra damage
Amp decays 0.3559pec
eco = 2.81 dam/pec

Which sounds terrible but it also reduces decay of blade by 6%

So if placed on a tt enblade:

before amp

Dam = 11
decay = 2.788
eco = 3.945

after amp

dam = 12
decay = 2.62072 + 0.3559 = 2.97662
eco = 4.031

But if you could put it on a master guards spiked club, then:


Before amp
dam= 200
decay = 48.20
eco = 4.149

after amp

dam = 201
decay = 45.308 + 0.3559 = 45.6639
eco = 4.40



I don't know what weapons you can or can't attach it too, but seems like the main aim is to increase eco with a tiny bit of extra dam. However, if they make bigger amps with similar stats then they'll increase dam a lot at the expense of eco. Strange way to do things.


Or maybe i'm just reading this all wrong.


the 0.3559 seems not accurate. in helenas test it decayed 20 hits for 4 pec, than 10 for 3 and so on. my value came from first 60 hits
 
the 0.3559 seems not accurate. in helenas test it decayed 20 hits for 4 pec, than 10 for 3 and so on. my value came from first 60 hits

na i probably miscounted, ur stat is probably right and the decay dont change whatever u equip amp on
the problem is 80% of melee weapon , even from calypso, cant equip it yet, just bad programmation i guess since on the same kind of weapons, one can equip ( neptune mm edition )and one cant (spakrbite mm edition)
 
Ok, let's see if I understand this:

Amp adds 1 extra damage
Amp decays 0.3559pec
eco = 2.81 dam/pec

Which sounds terrible but it also reduces decay of blade by 6%

So if placed on a tt enblade:

before amp

Dam = 11
decay = 2.788
eco = 3.945

after amp

dam = 12
decay = 2.62072 + 0.3559 = 2.97662
eco = 4.031

But if you could put it on a master guards spiked club, then:


Before amp
dam= 200
decay = 48.20
eco = 4.149

after amp

dam = 201
decay = 45.308 + 0.3559 = 45.6639
eco = 4.40



I don't know what weapons you can or can't attach it too, but seems like the main aim is to increase eco with a tiny bit of extra dam. However, if they make bigger amps with similar stats then they'll increase dam a lot at the expense of eco. Strange way to do things.


Or maybe i'm just reading this all wrong.

Then add mu % of the amp into the picture & ...
 
Attachment Deterioration = Uses implant for decay and subtract this from weapon.

Ok, let's see if I understand this:

So if placed on a tt enblade:

before amp

Dam = 11
decay = 2.788
eco = 3.945

after amp

dam = 12
decay = 2.62072 + 0.3559 = 2.97662
eco = 4.031

But if you could put it on a master guards spiked club, then:

Before amp
dam= 200
decay = 48.20
eco = 4.149

after amp

dam = 201
decay = 45.308 + 0.3559 = 45.6639
eco = 4.40

That math is wrong because if I understand it right the 6% is calculated from the original decay of melee and then transferred to attachment. If there is no additional decay of attachment the overall decay of melee+amp combination is same as melee decay alone.

I'm at arkadia so I can not test this theory


Then add mu % of the amp into the picture & ...

And it will look something like this:

DAMAGE / ((MELEE decay -(MELEE decay*0,06))*MU melee + (MELEE decay * 0,06 * MU amp) + (Aditional decay of amp * MU amp))

If deterioration is different than 6% use corretc multiplier
 
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If that's correct then my maths is fine, my understanding is wrong :)
 
That math is wrong because if I understand it right the 6% is calculated from the original decay of melee and then transferred to attachment. If there is no additional decay of attachment the overall decay of melee+amp combination is same as melee decay alone.

I'm at arkadia so I can not test this theory




And it will look something like this:

DAMAGE / ((MELEE decay -(MELEE decay*0,06))*MU melee + (MELEE decay * 0,06 * MU amp) + (Aditional decay of amp * MU amp))

If deterioration is different than 6% use corretc multiplier

you are wrong, the 6% is not transfered on the amp, its free so the weapon gets 6% better eco
 
Got some names for me so I can check?

I think you are the one with easy access to all melee weapons, if you really want me to test...
Feel free to temp put an amp & all melee weapons in my inventory :D
 
you are wrong, the 6% is not transfered on the amp, its free so the weapon gets 6% better eco

6% minus the amp decay..
how does dmg enhancers affect amp decay?
 
If its anything to go by, I have this hunch that the melee amps' decay should work something similar to that DSEC Laser Amp that Victory has calculated over here...

https://www.planetcalypsoforum.com/forums/showthread.php?256549-DSEC-Laser-Amp-v1-(L)-Revisited

Seem to be a "hybrid" between functioning as an Amp and as an implant (those NeoPsion Mindforce Implant thingys). Hence, the amount of decay per use isn't a constant and could be changing depending on which weapon the melee amp is slapped onto.
 
Got some names for me so I can check?

The following dosnt work:

Genesis prism of destruction
Genesis Sparkbite MM Edition (L)
Genesis Sparkbite E.L.M Edition (L)
Genesis Sparkbite (L)
Embra Spectral Enblade MM Edition (L)
 
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The following dosnt work:

Genesis prism of destruction
Genesis Sparkbite MM Edition (L)
Genesis Sparkbite E.L.M Edition (L)
Genesis Sparkbite (L)
Embra Spectral Enblade MM Edition (L)

also check out:
Large Thorifoid Battle Spike Club
Force Mace Clobber

please
 
ark dev said arkadian melee weapons will also work with the melee amps :yay:
 
you are wrong, the 6% is not transfered on the amp, its free so the weapon gets 6% better eco

No. you get 6% more uses before the melee brake up and little bit aditional damage.

After MU of tokens or amp if you buy them your eco is probably very low

When you test decay please post these things:
original decay of melee without amp
decay of melee with amp
decay of amp
name of amp and deterioration %
 
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Just a FYI, melee amps with damage absorbtion do NOT increase your eco, they just transfer decay from your weapon to the amp. 100% useless feature for L amps as they're stupid expensive to get atm with combat tokens. Found out the hard way.
 
No. you get 6% more uses before the melee brake up and little bit aditional damage.

After MU of tokens or amp if you buy them your eco is probably very low

When you test decay please post these things:
original decay of melee without amp
decay of melee with amp
decay of amp
name of amp and deterioration %

holy fuck i tested on neptune mm edition which was the only one working and is 1 ped tt and have almost no decay...
So the feature is just fucking useless and those amp are all tt food
WHY the hell are they so insanly expensive in tokens since they are total SHIT?
 
Those things are no melee amps ;( ....i don't know how to call them - maybe portable , one use repair terminal with huge tax !!!


...damn i was waiting for them so many years ;(
 
what the fuck.. why can't you make amps like all other amps. Here is melee amp X. it adds Y dmg. It decays Z amount per use. Add it to your weapon. Both decay. Repair both, rinse, repeat.
 
WHY the hell are they so insanly expensive in tokens since they are total SHIT?

Because people are greedy.


At Caly and looking for those amps that are available.

HyperEdge amps has no deterioration and best damage 4 or 8 (18tt or 36tt)
- best for UL melee or when more damage is needed

NanoRep amps damage only 1 but deterioration are 6% or 12% (50tt or 100tt)
- best for L melee when you want to add more uses to them

Master amps 2 dmg 3% det (tt25) or 4 dmg 6% det (50tt)
- for L melee when you want to add little bit more damage and uses

This is what I think and would use them.
And with current price of tokens 800% they definitely are NOT WORTH TO USE
 
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IMO they should have kept things simple but 2 different attachments.

amp name:
Omegaton MA-101 up to MA-105
dmg added: 2-5-10-15-20
10-30-50-75-100 tt

Melee decay absorber
MDA-101 up to MDA-105
decay absorbed: 10%-20%-30%-40%-50%
100-200-300-400-500

just an example of how I think the system should be
 
Just a FYI, melee amps with damage absorbtion do NOT increase your eco, they just transfer decay from your weapon to the amp. 100% useless feature for L amps as they're stupid expensive to get atm with combat tokens. Found out the hard way.

this information is wrong! the saved decay from weapon is NOT going to the amp - at least yesterday it didnt.

maybe you have tested an amp with higher damage, so it is looking like that, but in my test done (with 6% one) it is sure that the decay from weapon was safed.
 
WHY the hell are they so insanly expensive in tokens since they are total SHIT?

Because token TT == item TT. tokens are expensive because of Tellus plates, I guess.
 
this information is wrong! the saved decay from weapon is NOT going to the amp - at least yesterday it didnt.

maybe you have tested an amp with higher damage, so it is looking like that, but in my test done (with 6% one) it is sure that the decay from weapon was safed.

What weapon did you test, and what was decay on your amp?
 
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