I had acquired a few small lots of Accuracy Enhancer Is by mid-Feffox event and have collected additional data. This is for A204 amped imk2:
61557 shots
55 enhancers broken
1119 shots/enhancer
By making three assumptions:
- first that amping doesn't affect break rate, which seems justifiable based on my overall test results and also when considering that Output Enhancers don't affect the output of any amp and could be thought of as simply ignoring the amp...
- second that filling additional enhancer slots (tiers) doesn't affect the break rate of the other enhancers. This seems to be a reasonable assumption.
- third that break rate hasn't been modified
... i can combine all my data for a total of 254868 shots with Accuracy Enhancer I, and 268 broken, or
951 shots/Accuracy Enhancer for imk2.
It could also be turned around and stated that, by observation of the similarity of break rate numbers when amped and unamped, etc., the three assumptions seem to be reasonably supported by the data (ie they are conclusions).
There is a large variance so this is all tentative.
A single Accuracy Enhancer brings me to 9.9 effective CHA, so it's not too surprising that my crit rate when running the enhancers this time around is 1.99%.
I do want to update my cost-benefit analysis of the enhancers. A player with unmaxed HA could potentially see a slightly lesser benefit of the enhancers due to the additional crits being generated only if an attack is already a hit. However, if the break rate is per hits rather than per attacks, that wouldn't matter. I assume again (as up above) that all enhancers use the same break mechanism and therefore there is reason to believe that Accuracy Enhancers break on a per attack, rather than a per hit basis. So to reiterate that would make the enhancers very slightly less economical for an unmaxed (Hit) situation.
In contrast to this, one of the strange quirks of the way that the value of the enhancer is calculated means that it's actually more economical to use Accuracy Enhancers when the (Dmg) is unmaxed compared to when it is maxed. Referring back to my first post in the thread, where i just used the case of maxed (Dmg), the reasoning goes like this:
If we have 951 shots/enhancer (what i have found so far with the imk2, but each weapon differs as we have already seen), that will generate 0.4%*(951*.9) = 3.4 extra crits per enhancer (this is for maxed (Hit)). Each of those crits does weapon max_damage more damage than an ordinary hit does. If (Dmg) is maxed, then max_damage is max_damage/(0.75*max_damage) = 1.33 times as much damage as an average hit, which means each crit generated is worth 1.33*attack_cost.
On the other hand, if (Dmg) is very low (say=0, the opposite extreme from maxed), then max_damage is max_damage/(0.625*max_damage) = 1.6 times as much damage as an average hit, and each crit generated by the enhancer is worth 1.6*attack_cost... 20% more than if (Dmg) is maxed!
Of course, because it's uncommon to have (Hit) maxed and (Dmg) very low, the two effects tend to cancel out somewhat. Nevertheless, I currently have a (Dmg) level that gets me a 1.42 ratio, and my HA is now relatively high since the change to (Hit)-->HA mapping.
The numbers predict that i can expect 3.35 crits/enhancer (it's slightly less than the 3.4 figure i used above because my (Hit) isn't maxed). An enhancer is worth the cost of 3.35*1.42= 4.75 shots. My attachments and amped imk2 cost 19.648 per shot, so if the assumptions hold, i can value the enhancers at 0.93 PEDs amped or 0.73 PEDs unamped ...
I think it's safe to say that Accuracy Enhancers
are capable of increasing weapon economy in some situations if purchased with low enough markup, which was what i was trying to determine when i started out on this investigation a year ago. Interesting.