Hi xxx73,
Question 1 - DamageFalloffRange AK47
Code:
<passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
As I understand this, base DamageFalloffRange is 50, and it add randomly -20% to +20% (-0.2,0.2) for each k47. This randomly added percentage is not related to quality level of item. This will then give a random DamageFalloffRange from 40-60. Is this correct?
You are absolutely correct here, this property is only regulated by this 40% variation (-20%,20%).
Question 2 - EntityDamage AK47
ammo762mmBulletBall
Code:
<passive_effect name="EntityDamage" operation="base_set" value="50"/>
This is also correct, and as you noticed EntityDamage is regulated by tier level also.
Question 3
To make sure a higher tier weapon have higher stats than a lower tier weapon:
Should I just replace all "random added percentage" with "tired added percentage" like this?
Code:
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng
to
Code:
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="2,6"/>
This won't work they way you would like, it will only change how much damage "DamageFalloffRange" will change between tiers, but its a static value starting at -20% tier 2 and +20% tier 6, game will recalculate automatically in between.
You could add line like that to make "DamageFalloffRange" be tiered

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Question 4
I still dont understand how to get variation in one tier without using random percentage added.
Any help is appreciated
This may get little complicated for a long explanation, but long story short

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In the code only tiered properties will change with weapon quality, that is straightforward. I do not have code at hand to check what it is specifically but EntityDamage, BlockDamage, and Durability comes to my mind.
What you are looking for is to set random values to something above 10% what tiers add so they will always be better than tier behind. Like 11%:
Lets take that AK EntityDamage (base 42) as example:
Base game 40% variation with overlap (10%) between tiers:
- Tier 2 - Entity Damage*0,1 = 46,2* (-0.2,0.2) gets you 36,96 - 55,4
- Tier 3 - Entity Damage*0,2 = 50,4* (-0.2,0.2) gets you 40,32 - 60,48
- Tier 4 - Entity Damage*0,3 = 54,6* (-0.2,0.2) gets you 43,68 - 65,52
Etc.
Changing randomization to (0.11,0.2) 1% to 20%(10% tier upgrade +1% randomization bottom line) higher than tier behind:
- Tier 2 - Entity Damage*0,1 = 46,2* (0.11,0.2) gets you 51,282 - 55,44
- Tier 3 - Entity Damage*0,2 = 50,4* (0.11,0.2) gets you 55,944 - 60,48
- Tier 4 - Entity Damage*0,3 = 54,6* (0.11,0.2) gets you 60,606 - 65,52
Etc.
This change lowers variation to 9% without overlap. You can set it to 0% meaning top tier 2 will have same damage as bottom tier 3. Of course you can manipulate these values to get much higher variation but without overlap you will make everything progressively much stronger.
I hope this is clear now

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Enjoy!