KijkkiJikki
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- Kikki KJ Jikki
For whatever reason I have never experienced an enhancer to break after its first use.
I have. (too short)
For whatever reason I have never experienced an enhancer to break after its first use.
I'm nearly finished on the Foul missions for which I've been using my Brave ME to tier up as a cheap tagger. This gun is perfect for foul but I was hoping to keep tiering it on the Argo mission next for which it's a little underpowered. I couldn't find any info on enhancer consumption for lower level weapons so I sent this support case:
This is a real shame, I would use enhancers on it if they lasted longer than on a more powerful gun, but as not it will be far too expensive. Surely it makes sense to increase the chance of an enhancer breaking the more extra damage you get out of it? This would mean alot more enhancers get used by lower level players.
I was a little surprised by the direct & clear answer, I'd expect support of old to give a vauge, ambiguous answer containing the phrase "can't divulge the inner workings of Entropia Universe" or something.
Unfortunately it seems that the support representative has provided inaccurate information in the response to this support case.
I can confirm that the consumption rate of enhancers of all types is directly related to the magnitude of the benefit received.
As an example, the consumption rate of damage enhancers attached to weapons is primarily determined by the amount of additional damage created by the attached enhancers.
I will inform the support team about this so that correct information is provided in the future and we apologise for the miscommunication.
If this is the case, then why not put a counter on enhancers or a percentage used counter, or a decay counter? This would create more reasons to actually start using enhancers. something like "charges", when attached to an opalo it has 2k charges, when attached to a bigger gun it has 50 charges..
Unfortunately it seems that the support representative has provided inaccurate information in the response to this support case.
I can confirm that the consumption rate of enhancers of all types is directly related to the magnitude of the benefit received.
As an example, the consumption rate of damage enhancers attached to weapons is primarily determined by the amount of additional damage created by the attached enhancers.
I will inform the support team about this so that correct information is provided in the future and we apologise for the miscommunication.
I so much love this remark in context of EUbecause you know not everybody like gambling.
This is a real shame, I would use enhancers on it if they lasted longer than on a more powerful gun, but as not it will be far too expensive. Surely it makes sense to increase the chance of an enhancer breaking the more extra damage you get out of it? This would mean alot more enhancers get used by lower level players.
I was a little surprised by the direct & clear answer, I'd expect support of old to give a vauge, ambiguous answer containing the phrase "can't divulge the inner workings of Entropia Universe" or something.
Yes, it's old news. In my own tests, and when comparing with others who track, the average break-rate does seem to be around the advertised 1,000 shots for damage enhancers (tested on MM, imk2).
This is a fallacy due to the fact that the break-rate should coincide with ammo consumption, similar to the manner in which other weapon mechanics exhibit. You aren't charged static X PED ammo per shot, are you?
Unfortunately it seems that the support representative has provided inaccurate information in the response to this support case.
I can confirm that the consumption rate of enhancers of all types is directly related to the magnitude of the benefit received.
As an example, the consumption rate of damage enhancers attached to weapons is primarily determined by the amount of additional damage created by the attached enhancers.
I will inform the support team about this so that correct information is provided in the future and we apologise for the miscommunication.
Bjorns post is total bullshit.
During mayhem this year i have been using a tier 5 Mod Merc with damage enhancers on all slots, i had 1 server crash were i lost 38 minutes.
During the 29 hours and 22 minutes i have been shooting, 625 damage enhancers have been consumed on the weapon.
A ingame freind also competing in category 3 have been using a Unlimited Emik X5 Tier 6 with damage enhancers on all slots, he used 330 damage enhancers on the same amount of time, he had ~2*20 minute crashes.
If we compare this 2 weapons base damage and if we are maxed on both which im not on Mod Merc this is the stats.
Mod Merc
T0 66.74 dps
Emik X5
T0 60.08 dps
The mod merc has 10% more dps than a Emik X5.
If we look at Bjorns post this should mean that for average the Mod Merc should use 10% more enhancers than Emik X5 if used at same tier, that is atleats how i read it.
With this said i wonder how a Mod Merc T5 can spend almost twice the amount of enhancers than a Emik X5 at T6?
x5 has 56 attacks per minute
mod merc has 86 attacks per minute
mod merc: 625 enhancers/1762 minutes = 0.3547 enhancers per minute /86 uses per minute = 0.00412 enhancers per shot.
x5: 330 enh/1762 mins = 0.1872 enhancers per minute /57 uses per minute = 0.00382 enhancers per shot.
I guess if you were to test this more scientifically.. exact time and without in between crashes, same tier level, the numbers would be closer.
its not about the items damage it´s about the times you can use the gun per minute.
the best item to put enhancers on is an item that has high damage and slow attacks per minute, like a raw gun or a baringer.
I guess you only did read my post and not the first post in this thread and Bjorns post?
It seams to work more like you say but that is very diffrent from what Bjorn said in this thread.
I guess you only did read my post and not the first post in this thread and Bjorns post?
It seams to work more like you say but that is very diffrent from what Bjorn said in this thread.
Why are you treating the "rate" used in Bjorns post as indicative of time in seconds and not uses?
It would be interesting to test this with a break rate comparison between a static bonus enhancer (e.g. range) and a percentage bonus enhancer (e.g. dmg).
That is your only real comparison method - put both dmg and range enhancers on your MM and click 50,000 times, then do the same for the x5 with the same number of shots. That would give you a good comparison benchmark where we can then figure out what the real factors for break rate are.
Ok, so I've just been doing some maths and it seems like it's more complicated than just one solution.
Toad - your problem that you have comparing break rate to minutes spent (rather than shots) is that you will have different hunting styles, and armour, faps, etc so the actual number of shots will differ.
Personally, I see enhancer break rate as being a mix of two things: both shots per enhancer, and magnitude of benefit.
It would be interesting to test this with a break rate comparison between a static bonus enhancer (e.g. range) and a percentage bonus enhancer (e.g. dmg).
That is your only real comparison method - put both dmg and range enhancers on your MM and click 50,000 times, then do the same for the x5 with the same number of shots. That would give you a good comparison benchmark where we can then figure out what the real factors for break rate are.
Range enhancers is not static, the range added is in % of the range of the weapon.
Accuracy and Skill mod enhancers is static, Accuracy adds 2 on critical hit ability and skillmod adds 0.5 level i think.
Because in mayhem i know that both the X5 shooter and myself has been shooting pretty much nonstop, we both had uber armors and imp faps so fapping was close to zero for both of us, i also know he did more damage than me so if Bjorns post would be correct i should have spent around the same amount of enhancer as he did or maybe even less since i had 1 less enhancers slot.
The mod merc was borrowed and the original owner also spent over 600 enhancers on his 30 hours with it.
You are still thinking in terms of dps, and damage done over time, not damage per shot, and the chance per shot of losing an enhancer.
As an example, the consumption rate of damage enhancers attached to weapons is primarily determined by the amount of additional damage created by the attached enhancers.
Well...
This way round would mean a high-powered but slow weap is better at the same dps. Isn't this what Spawn is saying, which matches what Toad got as results AND is what Bjorn has said (at least in principle)?
I realise the weightings are off and the weaps in Toad's example are not as extremely different as in my test calculation... but still!
The mod merc has 10% more dps than a Emik X5.
If we look at Bjorns post this should mean that for average the Mod Merc should use 10% more enhancers than Emik X5 if used at same tier, that is atleats how i read it.
With this said i wonder how a Mod Merc T5 can spend almost twice the amount of enhancers than a Emik X5 at T6?