A lot of research, and attempts to research the efficiency of items with skillmodification have been made the last couple of months. The last thread was rather messy, so I thought we could just try to gather all of the statistics and test samples on the first page instead. So, those will be found in the next post.
The old thread can be found here
The Hit Ability on a weapon determines how often the user will be able to hit the target. It is affected by your skills, certain skills affects the Hit Ability in a certain way, some more than others. The H/A may also be higher or lower depending on if the weapon is a SIB weapon or not.
Previous tests have shown that the H/A ranges from 80% hits (0.0) to 91% hits (10.0). The impact which this will have on the economy of the weapon is rather impressive, which is why most people out there who are yet to max a regular weapon are instead using limited ones, or SIB weapons.
The efficiency of items with skillmodification on non-maxed weapons
It is believed, or at least - I believe that items with skillmodification will increase your (real) Hit Ability. It is yet to be shown on the weapons stats, but my tests have shown that the Hit Rate is indeed increased.
My test have so far shown that the skillmodification increases your H/A with the skillmodification percentage number on the item. Thus, an item with 30% in skillmodification would increase the weapons H/A from 5.0 to 6.5.
The efficiency of items with skillmodification on maxed weapons
This is currently unknown, it is however possible that these items with skillmodification also increases your skillgain, or such.
Attachments and their TT Value
I have yet to do any large tests with attachments that have a low TT Value. It may however be possible that the TT Value of the attachments have an impact on their efficiency. This means that a laser with half its TT value may not increase the H/A as much as a laser with a maximum TT Value. This has yet to be shown in any large tests however.