Ok, thanks. I still can't see the theory behind the move, though. If the extender were (L) and the new min is also its max, then you'd have 10x more uses of it, but un(L) can be repaired, so hardly much of a gain.
I'm still interested in knowing things such as whether the efficiency counts only for the decay itself or also the ammo related to it, as that makes would make quite a difference, and still whether the decay on these particular extenders if fixed and not a percentage of what it is attached to.
Note!: There are more and more items with unclarified effects - sometimes just hinted at by "Your cells are weakening" or so, and something is obviously intended by MA. However, what is intended and whether it works is not known until someone studies it (properly) and publishes the info (but that's still unofficially). It's like wanting to buy a house or a car (ok, or some household appliance), but not being even told or able to experience what it's like unless you buy it. These items can be pretty big cost-wise. I think it's about time MA does more clarification or introduces a testing instance in-game for anything we wish to try out. A bit like the entry area MA has, or had, they can save inventories before people enter and prevent people from keeping anything they select when inside. They don't need duplicate test versions of everything. The AH orders window updates whenever something un(L) is discovered, so this function could also be put into the instance area borrowing terminal, but extended to also included (L) stuff. Call it the LEARNING CENTRE, or something. Add a small charge, disable skill gains - whatever - but stop worsening the lack of knowledge that players cannot reasonably gain individually!