Gain is applied after all computation. So its global for any channel. Its just a raw multipler for output, of any combined computation. Just like the volume controller in a audio device. (and yes only very few audio devices are free of residual levels)
so more like: (x +noise*amplitude/2)*opacitytexgain
So whatever residue you have is whats causing the scale.
QUOTE
With a perlin noise and amplitude 0, the noise has always a value of 0, unless I'm mistaken.
Yes in theory. but see since perin noise is used on something its usually ofset by some value to make sense for anything. So its center is defined by application, and more often than not ist not exactly 0. whet this other is depends on use. Also the noise maya uses is not entirelty symmetrical olr scaled to some specific -1 +1 ragnge as its a bit hard to do. (ask pixar they have done many years of work to get a noise thats not biased and is in range)
So in practice your as likely find noises that center on 0, 1 0.5 and so on.
But yes your seeing scaling of the channel. Which is not 0.
In any case whatever you think is something makes no difference whatsoever, Just what is. maya shaders ar black boxes so you can not know what they do isnide themselves. Just read output.
And the effect you describe makes perfect sense.