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so called "tier 0" weapons have no randomness to them - a tier 5 stone shovel is always the same as every other tier 5 stone shovel (not counting installing mods)
RNG can make a T1+ weapon have + or - 15% while each tier only conveys a +10% bonus so yes it should be possible to find a tier 4 gun that was worse than a tier 3 one
But RNG is used in more than just damage eg:
Because that’s what the feature is intended to address: a reason to keep looting even when you won’t find a better quality.
Thing is some of these values higher = better but then others lower = better; help me out here? Do any of the following follow golf scoring rules?
AttacksPerMinute
BlockDamage
DamageFalloffRange (higher number is better... right?)
DegradationMax (durability or is this durability loss?)
EntityDamage
MagazineSize
ProjectileVelocity
RoundsPerMinute
StaminaLoss (if any of them, this one has to be better when a lower number... right?)
WeaponHandling
I think all of those are larger = better, except for StaminaLoss and I’m not sure about WeaponHandling. But if you’re to the point of actually modifying the files, I’d ask that you ask questions in a new thread in the Modding sub-forum.
btw I found a bug in the code for turrets and made a post about it in the correct forum :-P
Hey Drake .. In regards to your question .. I am so accustom to the RNG in weapons, I am not sure a mod to remove it would be attractive to me. .. However, a Mod that allowed you to repair a weapon with the same weapon and max out the stats would be more interesting. . . It would be like if you took the best parts off both and made it the best it could be.
Best of luck with whatever you decide .. Cheers!
I have modded items so that they're repaired with their parts, where applicable, and I think it works well. It doesn't change the stats though - that may be difficult. We use to have a combine function on the workbench, which took two items as input and yielded one better item as output.