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Damage per PEC is irrelevant | Hidden item stats
First of all, the numbers and figures used in this post are all fictive examples, however the fact is not.
Having said that I will jump straight to the topic. All published weapon charts and FAP charts (item charts in general) have the stat “damage per PEC” or “heal per PEC” specified. This sure is interesting theoretical figures but they are totally and completely irrelevant when it comes to real use. So go ahead and argue what weapon that has 4.30 damage per PEC and what weapon that has 4.40 damage per PEC, because it all doesn’t matter.
So why do I say this? Well obviously as we all know, nobody has skills to deliver 100% damage all the time no matter what weapon that is used. So logically you cannot deliver 4.30 damage per PEC or whatever stats the weapon is listed to have.
But, and there’s a big but… There has been proven to be more factors taking part in determining what damage you can deliver with a weapon, or how much you can heal with a FAP. From tests and feedback we can now be pretty sure that all items has hidden characteristics that is not displayed (in most cases) in the description section of the item. Some of these characteristics maybe even based on skill. To bring up a few examples we can take a look at the handgun: Adjusted Omegaton M2722. This handgun is known to stall or hang, resulting it in every now and then skipping a shot or two. But for this specific weapon this flaw is already noticed in the description page of the gun.
Characteristics like this can also be other things that affect the items performance. Like damage delivered, or maximum and minimum heal with a FAP and so on. I know this from my own experience while extensively testing different weapons and FAP’s. I will paint up the scenario, but to avoid creating rumours I will not specify what weapons I have used. Also remember that the figures are fictive since they do not apply to everyone because of the skill factor. The figures should be somewhat proportional though.
Scenario 1: BLP rifle. I deliver in average 53% of full damage with rifle “A” over an extensive period of time and ammunition used. Whilst I deliver 59% of full damage with rifle “B” over the same amount of time and ammunition.
Next scenario only applies if you do not have enough skill to heal with full capacity of the FAP every time.
Scenario 2: Good crafted FAP vs. Good looted FAP. I heal in average 87% of full capacity with “good crafted FAP”. Whilst I heal 93% of full capacity with “good looted fap”. Note that this does not go for Adjusted, Improved or Modified FAP.
So what do I want to have said with this? It’s simple, the sum of all this is that weapon “A” might be listed to have higher damage per PEC then weapon “B” has, but weapon “B” might just as well be more economic in real use then weapon “A” is. And all of this because of these hidden characteristics of each item, making it better or worse then another. And yes, the same thing goes for the FAP part.
Conspiracy theory? Go ahead and try me.
First of all, the numbers and figures used in this post are all fictive examples, however the fact is not.
Having said that I will jump straight to the topic. All published weapon charts and FAP charts (item charts in general) have the stat “damage per PEC” or “heal per PEC” specified. This sure is interesting theoretical figures but they are totally and completely irrelevant when it comes to real use. So go ahead and argue what weapon that has 4.30 damage per PEC and what weapon that has 4.40 damage per PEC, because it all doesn’t matter.
So why do I say this? Well obviously as we all know, nobody has skills to deliver 100% damage all the time no matter what weapon that is used. So logically you cannot deliver 4.30 damage per PEC or whatever stats the weapon is listed to have.
But, and there’s a big but… There has been proven to be more factors taking part in determining what damage you can deliver with a weapon, or how much you can heal with a FAP. From tests and feedback we can now be pretty sure that all items has hidden characteristics that is not displayed (in most cases) in the description section of the item. Some of these characteristics maybe even based on skill. To bring up a few examples we can take a look at the handgun: Adjusted Omegaton M2722. This handgun is known to stall or hang, resulting it in every now and then skipping a shot or two. But for this specific weapon this flaw is already noticed in the description page of the gun.
Characteristics like this can also be other things that affect the items performance. Like damage delivered, or maximum and minimum heal with a FAP and so on. I know this from my own experience while extensively testing different weapons and FAP’s. I will paint up the scenario, but to avoid creating rumours I will not specify what weapons I have used. Also remember that the figures are fictive since they do not apply to everyone because of the skill factor. The figures should be somewhat proportional though.
Scenario 1: BLP rifle. I deliver in average 53% of full damage with rifle “A” over an extensive period of time and ammunition used. Whilst I deliver 59% of full damage with rifle “B” over the same amount of time and ammunition.
Next scenario only applies if you do not have enough skill to heal with full capacity of the FAP every time.
Scenario 2: Good crafted FAP vs. Good looted FAP. I heal in average 87% of full capacity with “good crafted FAP”. Whilst I heal 93% of full capacity with “good looted fap”. Note that this does not go for Adjusted, Improved or Modified FAP.
So what do I want to have said with this? It’s simple, the sum of all this is that weapon “A” might be listed to have higher damage per PEC then weapon “B” has, but weapon “B” might just as well be more economic in real use then weapon “A” is. And all of this because of these hidden characteristics of each item, making it better or worse then another. And yes, the same thing goes for the FAP part.
Conspiracy theory? Go ahead and try me.
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