The efficiency of scopes/lasers, Feb 2010

Now we have to test whether scopes and lasers actually affect range :slight_smile:

When you hunt with a ml-35 how do we know if that mob close to radar boarder is within the range of the ML-35? Maybe if it is outside the range you can hit it if you use scope and lasers?

A new test is on the way …

Good test btw

i think ā€œeffectiveā€ is the key word in that support reply.

effective range and range might be two different things.

hah

Nothing new really for me, but well its still a good thing that someone did a proper test for people to see that scopes and lasers doesn`t really do anything (ofc unless someone can somehow prove something about the range).

Deleted post.

[SIZE=ā€œ5ā€]Test Results: Second Day[/SIZE]

[SIZE=ā€œ4ā€]Weapon and Skills for All the Runs[/SIZE]

Weapon Used: MK5 Mentor Edition + A106 (fully repaired)
Laser Sniper Hit Level: 60.2
Laser Dmg Level: 74.5

[SIZE=ā€œ5ā€]Without Attachment - Second Run[/SIZE]

Attachments: None
Hunting Style: 3rd person and auto aim
Software Used: Entropia Tracker Suite
Hunted Creature: Droka at hades crater

Total Hits: 1505
Total Misses: 210
Expected Hit Rate: 87.2%

Actual Hit Rate: 87.7%

https://www.planetcalypsoforum.com/gallery/files/3/1/7/6/6/mk5mewithoutscope3rdsecondday_459877_thumb.gif[size=1][br]Click to enlarge[/br][/size]

(screenshot shows the program results)

[SIZE=ā€œ5ā€]With Attachment - Third Run[/SIZE]

Attachments: Hunnir + Hunnir + Jzar (fully repaired)
Skill Mod: 58%
Hunting Style: 3rd person and auto aim
Software Used: Entropia Tracker Suite
Hunted Creature: Droka at hades crater

Total Hits: 1503
Total Misses: 227
Expected Hit Rate: 91.37%

Actual Hit Rate: 86.8%

https://www.planetcalypsoforum.com/gallery/files/3/1/7/6/6/mk5mewithscope3rdsecondday_thumb.gif[size=1][br]Click to enlarge[/br][/size]

[SIZE=ā€œ5ā€]Conclusion[/SIZE]

Still no hit rate improvement with a 58% skill mod. If anything they slightly decrease hit rate :slight_smile:

1 Like

If they do improve range it ought to be easily tested. Take someone to a pvp area and use sights and scope and move to maximum distance. Remove the gear and see if it still hits.

I suppose if range is in any way dynamic, that might not work too well though :laugh:

Maybe that is only displayed when (after inserting the scopes/lasers) your skills enable you to surpass the weapon’s standard range limit (i.e. the range limit of the weapon without scopes/lasers attached).

Here’s an example of range improvement shown in the weapon’s stats:
https://www.planetcalypsoforum.com/gallery/files/9/5/4/7/imk2.jpg

All I know is with the scopes and lasers I can tag mobs with just an ear sticking over a hill. Without em at same range initial shot misses are far more.

Track the difference on the ā€œTagā€ shot only and see what effect it has.

Since the enhancer update it’s no longer possible to overmax range with lvl 100+ hit prof. And the extra range was there regardless if you had scopes and lasers or not.

1 Like

could you try the test in 1st person without using auto aim?

and maybe count skill gains too?

Looks like the tracker client is bugged and missed some hits. Starfinder is working on a remedy.

ok that effective word got me thinking.

what if there is a certain range where the gun works the best? ie say you have a long range gun and then a carbine. start blasting with the long range gun which is good up to 50 range.. by using the scop you make this range better somehow? but that is like going backwards sort of. hmm

One run with scope/sights was with manual aim. There was no improvement in hit rate. I didnt use manual aim for the other runs to avoid human error. Plus I stood still for all the shooting and did not use a finisher.

[SIZE=ā€œ3ā€]With Attachment - Second Run (to verify 1st run)[/SIZE]

Attachments: Hunnir + Hunnir + Jzar (fully repaired)
Skill Mod: 58%
Hunting Style: 1st person and manual aim
Software Used: Entropia Tracker Suite
Hunted Creature: Droka at hades crater

Total Hits: 1501
Total Misses: 250
Expected Hit Rate: 91.37%

Actual Hit Rate: 85.7%

Are you referring to critical hits?

Did Star not do a test once where it clearly showed that due to the extra decay you got extra skills. Can’t seem to find that test atm.

I’ve not tested it, but I suspect that close to the maximum range of the gun you make fewer hits without the att.

Maybe I should do some tests in pvp area where the target’s not moving with diffrent distances and setups…

As the suit doesn“t count crit hits, this test is kind of useless, or ain“t crit hits are hits as well?

yep that could be a good test.
take one gun at max range without attachments and start blasting. then see how many misses etc.
repeat at closer range
and then even closer

repeat with scopes and lasers and so on.

That could be an issue. If critical hits have been ignored, and there were more critical hits with the scopes and sights attached.

But I dont know whether the suite ignored critical hits, or just did not differentiate between hits and criticals, and counted both as hits.

Hit rate = Hit ability * 1.25 + 80

http://www.entropiawiki.com/Page.aspx?page=Hit+rate

Recoda

https://www.planetcalypsoforum.com/forums/items/80396-efficiency-scopes-lasers-statistics-discussion.html

The above Entropedia formula nor Recoda’s thread make it clear whether critical hits were counted as a hit when working out their formula’s for hit rate.

That said, if critical hits were ignored by the suite. Then I’d still have expected an increase in hit rate when scopes and sights were attached in my results.

My results without attachments fitted exactly the hit rate expected, using a hit rate formula of between 80-92%. If criticals were ignored by the suite, then my hit rate without attachments would be higher than expected, which would be odd. Assuming critical hits were counted as a part of working out any hit rate formula.