atomicstorm
Slayer
- Joined
- Aug 21, 2013
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- MeLoveYou LongTime FiveDolla
All,
I just wanted to confirm some information I got during a recent test while working on improvements to my internal tracker software and maxing out my weapon.
I can confirm that skill mod % equates to the % of 1 level that the weapon is boosted.
For example, if you have 50% skill mod from 2x sights + 1 scope, you have the equivalent to 1 skill mod enhancer slot.
How it was proven - 54% skill modification
2x sights/1 scope @ rated 129.47 level on 6,920 shots = 0 misses (9.7/10)
2x sights/1 scope @ rated 128.97 level on 10 shots = 1 miss (began missing thereafter)
There was also this assertion, which is more likely and explains the above:
The unfortunate part is that it does not act like it visually on the weapon and the language has always been vague, thus creating confusion. Therefore, I request that this be improved to reflect visually on the weapon as well and the language made clearer.
I just wanted to confirm some information I got during a recent test while working on improvements to my internal tracker software and maxing out my weapon.
For example, if you have 50% skill mod from 2x sights + 1 scope, you have the equivalent to 1 skill mod enhancer slot.
How it was proven - 54% skill modification
2x sights/1 scope @ rated 129.47 level on 6,920 shots = 0 misses (9.7/10)
There was also this assertion, which is more likely and explains the above:
According to my data the skill mod % equates to the % of 1.0 HA points and it depends on the kill distance.
For example: 50% skill mod gives you +0.5 HA bonus on the long distance (= 1 shoot to kill) or +0.25 HA bonus on the short distance (the mob reaches you + many shoots to kill)
p.s. i used L100 non-sib unmaxed gun for the test
The unfortunate part is that it does not act like it visually on the weapon and the language has always been vague, thus creating confusion. Therefore, I request that this be improved to reflect visually on the weapon as well and the language made clearer.
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