134 lines
3.4 KiB
Markdown
134 lines
3.4 KiB
Markdown
# Entropia Universe Attachment Mechanics - Technical Breakdown
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**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
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**Date:** 2026-02-09
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---
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## 1. Amplifiers (Amps)
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**Most common attachment for damage increase.**
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### Mechanics:
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- **Additional Damage:** Added to weapon's base damage
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- **Cost Per Shot:** Increases SIGNIFICANTLY
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- Pay weapon's normal ammo/decay PLUS amplifier decay
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- **Economy:** Amp is "Eco" only if weapon Efficiency remains high
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### Strategic Use:
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- Higher DPS = kill faster = less time mob hits you
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- Saves money on armor decay and healing
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- Most players use amps for speed, not efficiency
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---
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## 2. Sights & Scopes
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**"Skill-based" attachments.**
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### Mechanics:
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- **Stats:** Aiming/Skill Increase Bonus + Zoom
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- **High-end versions:** Critical Hit Chance or Critical Damage bonuses
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- **Cost Per Shot:** Increases SLIGHTLY
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- No ammo cost
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- Decay (lose value) every trigger pull
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### Economy Analysis:
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- "Standard" scopes provide ~0.1% efficiency boost
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- **Veteran advice:** Don't use basic ones - decay cost outweighs tiny accuracy benefit
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- Only use if trying to "skill up" faster
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---
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## 3. Absorbers (Deterioration Absorbers)
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**Overlooked by beginners - protects weapon durability.**
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### Examples:
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- ArMatrix Extender series
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### Mechanics:
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- **What they do:** "Absorb" percentage of weapon's decay
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- **Stats:** No damage or accuracy - strictly protect durability
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- **Cost Per Shot:** Technically NEUTRAL or CHEAPER
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- Absorber decays, but prevents gun from decaying
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### Strategic Use:
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- Use on Limited (L) weapons with high "Markup"
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- Makes expensive guns last longer
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- Saves money long-term on high-markup weapons
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---
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## 4. Enhancers ("Slot" Attachments)
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**High-risk, high-reward attachments.**
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### Types:
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- Damage Enhancer
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- Economy Enhancer
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- Range Enhancer
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- etc.
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### Mechanics:
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- **Stats:** Massive boosts (+10% Damage, -1% Weapon Decay)
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- **Cost Per Shot:** HIGH RISK
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- Don't just decay - have RANDOM CHANCE TO BREAK and disappear completely
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### Strategic Use:
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- Only recommended for HIGH-LEVEL hunting
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- "Killing it before it kills you" survival strategy
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- Not for casual/beginner hunters
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---
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## Important Note: Sights Stacking
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**Weapons can have multiple sights:**
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- Weapon can have a sight
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- Scope can ALSO have a sight
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- **Maximum:** 2 sights possible (weapon + scope)
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---
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## Cost Calculation Formula (Correct)
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### Base Weapon Cost Per Shot:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec) / 100 # PED
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```
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### With Amplifier:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec + amp_decay_pec) / 100
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```
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### With Scope:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec + scope_decay_pec) / 100
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# (ammo cost unchanged)
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```
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### With Absorber:
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```
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Weapon decay prevented = weapon_decay_pec × absorption_rate
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Net cost = (weapon_decay_pec × (1 - absorption_rate) + absorber_decay_pec + weapon_ammo_pec) / 100
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```
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### With Enhancer:
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```
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Base cost + enhancer_decay
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# Plus risk of total enhancer loss (breakage)
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```
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---
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## Implementation Notes for Lemontropia Suite
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1. **Amp Cost:** Add amp_decay_pec to every shot cost
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2. **Scope Cost:** Add scope_decay_pec (no ammo impact)
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3. **Absorber:** Reduce weapon decay by absorption %, add absorber decay
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4. **Enhancer:** Add decay + implement breakage chance mechanic
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5. **Double Sights:** Support weapon sight + scope sight combination
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**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame. |