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karmaplasticity
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re: [Over] Mod Caught In Action

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there is - and there isnt. it all depends on fire cycle -- just it's just that you get more of the same 2.5% chance - and then the lockout period putting all others on a lockout. but the probability of ONE hitting it's 2.5% over another's weapons 2.5% does not exist. they both have the equal chance of going off. It's like this...  

 

Having more keys to open more lock boxes does not increase their mega prize drop rate--- only the chances you've took a shot at one has.

 

It's similar to gamblers folly thinking " Man.. soooooooo many times it's landed on black.. its GOTTA be red this time... WHAT >> ITS BLACK AGAIN!!! .. ok ok ok.. NOW I KNOW it's going to be red..--- bet's red.. wins.. I TOLD YOU IT WAS RED THIS TIME !!!   and thus.. the folly continues lol....

now.. do you buy into gamblers folly? It's been black over and over and over and over and over -- it's GOTTA be red next... right????

 

If you say yes.. You, like me, would be VERY welcomed at a Casino.

 

edit: might i add that i believe in all that hokey-pokey mental will stuff, predictions, and collective conscience efforts of mass amounts. "Like many countries all experimenting the same thoughts without knowing ones relation to the other"  ie... OH SHIT A FUCKING ASTEROID IS ABOUT TO SMASH US type of collective thought power :) 

And so yes, by allowing my ego to THINK it can have an effect on the universe though sheer will and the past patterns of failure- probability would be on my side right?    WONG !!!!  hahahahahahahah

Nosehole
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re: [Over] Mod Caught In Action

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So basically, there is no point in equipping more than one [Over] beam?

Good to know, thanks :)

karmaplasticity
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re: [Over] Mod Caught In Action

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Taking Only one [Over] mod applies to all my other weapons that are beam/energy.

 

From what I understand- the over mod has a 2.5% proclivity to trigger a beam overload 1 ability on the next following available beam/energy weapon cycle.  

 

Here is the idea while running only one beam w/over mod. When it fires - it fires under the normal fire cycle rules of 1 strike per second four times and the 5th and final second of the fire cycle is a "cool-down/reload" for that beam. The information on which beam strike of the 4 that takes place in a 5 second span that produces more 'procs' is unobtainable without more data and tests but would be I curious to know.

Though, in addition to waiting on the next available cycle- all other over-load proclivity will be locked out meaning that there is neither a multiplicative chance or accumulative chance by taking additional beams - only another 2.5 chance on a "swing" and then the lockout applied to all chances for fresh cycles on other [Over] beams.

A post in the past said that the proc can be put on a "queue" like stated above but in addition, can have multiple "on deck procs" saved up. There was no evidence and others have tried to dispute this with their own lack of evidence - make of it what you will. Perhaps a "selection" of choice crafted "mods" for a "rainbow-mod" build may be closer to a new meta than we think...

 

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