Zerfidius
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Post by Zerfidius on Jul 11, 2017 17:45:19 GMT
I doubt it...all the double trait mods look terrible I meant the absence of a penalty is probably a mistake. Without a penalty it's not a double mod. One of the other mods has a NaN% as its penalty. NaN is 'not a number'. I'm sure there are 5 or NaN more errors like that in the alt mods and alt weapons.
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Post by unclemonster on Jul 11, 2017 17:56:20 GMT
WOW! sold! thank you! Is it +45% accuracy at V? If so, it looks like it will be +30% at Rank I & +60% at Rank X Good luck. It's a big pool with a lot of unwanted junk in it. I'm hoping for the AR targeting system mod but no luck so far. I'm not at home right now so I can't check for you. I'll verify and update tonight if no one else answers. spent 2,170 MF for 62 mods Got the pistol targeting VIII (highest I got)...It shows +53% accuracy with zero negative traits. I also got the AR targeting V...It shows +53% accuracy with -24% stability...(numbers seem to exactly match the recon scope which I got VI) I was very happy with the haul if mod performs as advertised!
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Post by unclemonster on Jul 11, 2017 17:58:38 GMT
I doubt it...all the double trait mods look terrible I meant the absence of a penalty is probably a mistake. Without a penalty it's not a double mod. One of the other mods has a NaN% as its penalty. NaN is 'not a number'. I'm sure there are 5 or NaN more errors like that in the alt mods and alt weapons. Thanks for clarifying and for the help.
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Post by unclemonster on Jul 11, 2017 17:59:17 GMT
Thank you so much! Have you used it? If so, did you notice a difference? Mainly interested for my Rozerad (& to a lesser extent Hurricane). Just curious before I spend my 3,000+ mission funds hoping for as many ranks as possible. I can test it with the rozerad but without any logger I don't think I can provide any hard numbers. Thank you...I'll try it out when I get home and see if I got boned!
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The Joe-Man
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XBL Gamertag: BloodRed Thorne
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Post by The Joe-Man on Jul 11, 2017 18:00:29 GMT
Good luck. It's a big pool with a lot of unwanted junk in it. I'm hoping for the AR targeting system mod but no luck so far. I'm not at home right now so I can't check for you. I'll verify and update tonight if no one else answers. spent about 2,200 MF... Got the pistol targeting VIII (highest I got)...It shows +53% accuracy with zero negative traits. I also got the AR targeting V...It shows +53% accuracy with -24% stability... I was very happy with the haul if mod performs as advertised! Wow. That was quick. I didn't know the AR targeting system came with a stability penalty. Thanks for keeping me in the loop.
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Post by unclemonster on Jul 11, 2017 18:04:24 GMT
spent about 2,200 MF... Got the pistol targeting VIII (highest I got)...It shows +53% accuracy with zero negative traits. I also got the AR targeting V...It shows +53% accuracy with -24% stability... I was very happy with the haul if mod performs as advertised! Wow. That was quick. I didn't know the AR targeting system came with a stability penalty. Thanks for keeping me in the loop. purchased via phone app...couldn't quit pushing the button LOL. Something seems off as AR targeting numbers are exact match to AR recon scope which I got VI in (if scaled down 1 rank). It shouldn't have a penalty and will hopefully match the pistol numbers in game sans any penalty. Numbers I am posting are via app as I am at work (being very productive) ....hopefully APP is wrong.
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Post by JRandall0308 on Jul 11, 2017 18:37:03 GMT
Can someone try the negative stability mod on the PAW?
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Post by unclemonster on Jul 11, 2017 18:39:28 GMT
Can someone try the negative stability mod on the PAW? Can I borrow some MF? need to get my targeting to X...I know U R DA MF PIMP
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Post by JRandall0308 on Jul 11, 2017 19:24:58 GMT
Mostly I am just curious what anti-stability does to the laser weapons. Like... can they actually not hit where you're aiming???
P.S. I have still only spent MF on Strike Teams and in-game Equipment, nothing else. Holding out to see if MF costs for Chars / Wpns / Mods ever get adjusted to be more reasonable. (960 MF for a UR?!?! No thanks.)
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Post by iteron_MkV on Jul 11, 2017 20:25:36 GMT
Mostly I am just curious what anti-stability does to the laser weapons. Like... can they actually not hit where you're aiming??? P.S. I have still only spent MF on Strike Teams and in-game Equipment, nothing else. Holding out to see if MF costs for Chars / Wpns / Mods ever get adjusted to be more reasonable. (960 MF for a UR?!?! No thanks.) In the case of the Shadow, it decreases the severity of the vertical recoil and increases the length of sustained fire before the recoil becomes pretty much unmanageable. 20% stability is quite noticeable, at least on the Shadow. Sorry that I can't answer your question about the PAW specifically, but I haven't played and respecced with it enough.
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Post by lennybusker on Jul 11, 2017 21:41:48 GMT
I have the pistol targeting system I that offers 30% pistol accuracy and no other stats Perfect, now I see where the stats are. Pistol Targeting System does go from 30 to 60. I still believe there is a second stat but it's not negative.
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Post by unclemonster on Jul 12, 2017 13:08:02 GMT
I have the pistol targeting system I that offers 30% pistol accuracy and no other stats Perfect, now I see where the stats are. Pistol Targeting System does go from 30 to 60. I still believe there is a second stat but it's not negative. Damn AR version DOES have a penalty for some reason (negative stability) I used the pistol version (rank VIII) on my Rozerad last night instead of clip. It was pretty good.
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Post by JRandall0308 on Jul 12, 2017 13:10:04 GMT
OK let me see if I can rephrase my question.
What does "stability" actually do on the PAW? It's already literally a laser beam. It damages what you point it at.
With +1000 stability what would happen?
With -1000 stability what would happen?
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Post by jadedragonmtr on Jul 12, 2017 13:16:14 GMT
I have the pistol targeting system I that offers 30% pistol accuracy and no other stats Perfect, now I see where the stats are. Pistol Targeting System does go from 30 to 60. I still believe there is a second stat but it's not negative. What do you think the hidden stat is? How do you go about finding that out? Just curious.
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Post by zan on Jul 12, 2017 13:18:54 GMT
Accuracy determines how tight the spread of bullets/pellets is. Stability determines how much your crosshairs move (on their own) when the trigger is held. Stability is the measure of kickback of your gun. High kickback AR is almost impossible to keep aimed at the target in auto mode.
So for example a high accuracy (PAW is high accuracy by design due to no spread in laser beam) but low stability weapon will have almost no spread, but you would not be able to keep it aimed because your crosshairs would drift off the target.
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Post by JRandall0308 on Jul 12, 2017 13:49:05 GMT
Thank you zan, that is the first time I have ever understood accuracy vs. stability.
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Post by lennybusker on Jul 12, 2017 15:44:13 GMT
Perfect, now I see where the stats are. Pistol Targeting System does go from 30 to 60. I still believe there is a second stat but it's not negative. What do you think the hidden stat is? How do you go about finding that out? Just curious. Using Frosty Editor to look at the data files. Problem is almost everything is just in indexes and hashes and shit and it's not labeled so it's very difficult to tell what something is if you don't have help from the in-game UI to tell you the name of a stat to match the percentage value that you see in the tool. Come, take a journey with me! i.imgur.com/QUMwqmX.pngThis is where I found those two mods - we know we're in the right spot because it does say PISTOL TARGETING SYSTEM. All the other mods are in a different section. i.imgur.com/bSm0Uy1.pngIf we scroll down to HeldStats, we see two indexes. These two fields tell the game to do a stat lookup from /game/exceldataimports/gunmodstats. For the rank I mod we want WeaponIndex 10. The first stat is FieldIndex 2 and the second is FieldIndex 35. i.imgur.com/VQ0J2Bm.pngFor the rank X mod, it's the same FieldIndexes but from WeaponIndex 19. So we scoot on over to gunmodstats, and... i.imgur.com/iXMnzHZ.pngWe have .3 (30%) and .03 for the two stats at rank I. For rank X we have... i.imgur.com/5JyfaFQ.pngSo 30% to 60% for the main stat, and whatever this secondary stat is goes from 3% to 10%. So, since there's no UI tip for that second stat either it's not really a second stat and maybe it's just janky shit in the files, or there is a second stat and the UI coder didn't get the memo. Either way wouldn't be out of the ordinary, Jank is this game's middle name. Mass Effect: Anjankmeda.
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Post by JRandall0308 on Jul 12, 2017 15:50:46 GMT
The jankiest shit in this example is that THEY HAVE A FOLDER NAMED /game/exceldataimports/gunmodstats
I mean, sure, I get it: sometimes looking up data from a static file is easier. And, sure, sometimes you even use Excel. But for goodness sake don't name it that! There are reasons like security concerns (yeah yeah it's a game, you should still practice safe coding), better componentization (don't name it "Excel", what if you change to using a different format in the future?), and PRIDE IN YOUR WORK.
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Post by lennybusker on Jul 12, 2017 16:13:29 GMT
The jankiest shit in this example is that THEY HAVE A FOLDER NAMED /game/ exceldataimports/gunmodstats I mean, sure, I get it: sometimes looking up data from a static file is easier. And, sure, sometimes you even use Excel. But for goodness sake don't name it that! There are reasons like security concerns (yeah yeah it's a game, you should still practice safe coding), better componentization (don't name it "Excel", what if you change to using a different format in the future?), and PRIDE IN YOUR WORK. imgur.com/6eACKCl.png
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Post by jadedragonmtr on Jul 12, 2017 16:18:13 GMT
What do you think the hidden stat is? How do you go about finding that out? Just curious. Using Frosty Editor to look at the data files. Problem is almost everything is just in indexes and hashes and shit and it's not labeled so it's very difficult to tell what something is if you don't have help from the in-game UI to tell you the name of a stat to match the percentage value that you see in the tool. Come, take a journey with me! So 30% to 60% for the main stat, and whatever this secondary stat is goes from 3% to 10%. So, since there's no UI tip for that second stat either it's not really a second stat and maybe it's just janky shit in the files, or there is a second stat and the UI coder didn't get the memo. Either way wouldn't be out of the ordinary, Jank is this game's middle name. Mass Effect: Anjankmeda. Fascinating! Thank you for sharing the knowledge! It seems that the gunstats shares across sp and mp? Could it be something related to sp? I don't know enough about the sp weapons - didn't spend enough time in sp.
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Post by The Joe-Man on Jul 12, 2017 16:18:49 GMT
Accuracy determines how tight the spread of bullets/pellets is. Stability determines how much your crosshairs move (on their own) when the trigger is held. Stability is the measure of kickback of your gun. High kickback AR is almost impossible to keep aimed at the target in auto mode. So for example a high accuracy (PAW is high accuracy by design due to no spread in laser beam) but low stability weapon will have almost no spread, but you would not be able to keep it aimed because your crosshairs would drift off the target. *recoil* "kickback" is the feeling in your shoulder. On a side note: Very few guns in ME:A feel like they have enough recoil to me. High accuracy, high recoil usually makes for a viscerally better feeling gun and it adds a player skill component as the player is made to learn to ride and counter the recoil rather than just holding down the trigger passively.
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Post by jadedragonmtr on Jul 12, 2017 16:28:49 GMT
What do you think the hidden stat is? How do you go about finding that out? Just curious. Using Frosty Editor to look at the data files. Problem is almost everything is just in indexes and hashes and shit and it's not labeled so it's very difficult to tell what something is if you don't have help from the in-game UI to tell you the name of a stat to match the percentage value that you see in the tool. Come, take a journey with me! So 30% to 60% for the main stat, and whatever this secondary stat is goes from 3% to 10%. So, since there's no UI tip for that second stat either it's not really a second stat and maybe it's just janky shit in the files, or there is a second stat and the UI coder didn't get the memo. Either way wouldn't be out of the ordinary, Jank is this game's middle name. Mass Effect: Anjankmeda. Also, what does a mod with two stats in UI look like in the stats page? Would that help with anything?
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Post by lennybusker on Jul 12, 2017 17:05:20 GMT
Using Frosty Editor to look at the data files. Problem is almost everything is just in indexes and hashes and shit and it's not labeled so it's very difficult to tell what something is if you don't have help from the in-game UI to tell you the name of a stat to match the percentage value that you see in the tool. Come, take a journey with me! So 30% to 60% for the main stat, and whatever this secondary stat is goes from 3% to 10%. So, since there's no UI tip for that second stat either it's not really a second stat and maybe it's just janky shit in the files, or there is a second stat and the UI coder didn't get the memo. Either way wouldn't be out of the ordinary, Jank is this game's middle name. Mass Effect: Anjankmeda. Fascinating! Thank you for sharing the knowledge! It seems that the gunstats shares across sp and mp? Could it be something related to sp? I don't know enough about the sp weapons - didn't spend enough time in sp. Also, what does a mod with two stats in UI look like in the stats page? Would that help with anything? Nah there's a gunstatsmp, but then then there's a bunch of janky shit because they use gunstatsmp for balancing things like damage, so you'll see a weapon pulling stats from both. Two stats looks just like the regular Receiver mods. Just two lines understand the description.
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Post by jadedragonmtr on Jul 12, 2017 17:09:59 GMT
Fascinating! Thank you for sharing the knowledge! It seems that the gunstats shares across sp and mp? Could it be something related to sp? I don't know enough about the sp weapons - didn't spend enough time in sp. Also, what does a mod with two stats in UI look like in the stats page? Would that help with anything? Nah there's a gunstatsmp, but then then there's a bunch of janky shit because they use gunstatsmp for balancing things like damage, so you'll see a weapon pulling stats from both. [/br] Oh boy! You people on the research team have the patience of a saint!
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Post by JRandall0308 on Jul 12, 2017 17:25:09 GMT
That is AWESOME. It's like they're not even trying. I would seriously chew out whatever coder did that. It indicates a level of "don't-give-a-shit"-ness that is frankly unacceptable in professional software development.
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