This was reported by Evil713 on Discord and I have confirmed. When used in combination with beam accelerators, no range dissipation does not appear to completely eliminate the range dissipation as intended. Here is a basic laser. Damage is 1-4 Here is a laser with 3 x helium-3 and beam accelerators Damage is 1-6 (Note this is +2 damage. I assume it is taking the max * 1.2 and rounding up? 0.6 * 2 = 1.2 = 2 extra damage?) Here is a laser without any helium-3 and no range dissipation: Damage is 4-4 Here is a laser with 3 x helium-3 and range dissipation Damage is 4-6 The minimum != the modified maximum, leaving a range dissipation effect that should not exist. This is where the issue seems to be.
Thanks for the detailed bug report. Yes, the no-range dissipation modifier should present the same value for the minimum and maximum values. We'll fix this in a future update, thanks.