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Scaling with movement boost items is already mentioned in the tech itself
Something I forgot to mention in the previous comment is that Target Acquired is not 115% damage - as mentioned in its section, it's 125% damage, which is even better (if it was the as-written 115%, it'd still be one of the best skills in the game)
Unrelated tangent:
Command run w/ Rapid Fire, I wonder if it's worth taking "total damage" on-hit items.
AtG Missile Mk.2 procs often, but .65 damage of Rapid Fire brings damage down, compared to
Hyper-Threader which just uses Pilot's base damage (+4 per level!)
Say the Pilot has 80 ATK. One AtG Missile Mk.2 procced from Rapid Fire is an avg. of 22 damage (80*.65*6*.07) to a single target per hit, while a Hyper-Threader is 32 damage(80*.40) per hit.
But here's only a few on-hit items that don't work off total damage. And whenever I try ignoring total damage items, it feels like I can't keep up mid run as I don't have enough ATK yet to make stacking items like insecticide worth it.
Target Acquired's damage is 1.15 and Backup Magazines exist, so maybe it's not as big of a deal as I think it is.
I wonder why Pilot has the highest ATK per level in the game.