Artisan Archive

Thread: What material to use to make weapons?

HughJass
Mon Jul 07, 2003 10:05 am
#1

Hey, dunno if I have missed a previous post or not, but I was wondering what materials make the best ranged weapons? Also, how do the different weapon enhancements affect a ranged weapon? For example, what does a muzzle do? Thanks.

WilgarHasha
Mon Jul 07, 2003 10:41 am
#2

It's all about quality. The higher quality resources yield a higher quality product. Check the details on an item and see the Overall quality number designation as a start point.



Powerups affect weapons in a variety of ways and are included in the description by saying things like Max Effective Range +10% or something to that effect. Each one is different, so you have to look closely.




---
Never engage in a battle of wits with an unarmed person.
---
Arro Fikem, Human Smuggler
Former Master Artisan, Master Bounty Hunter, Master Carbineer
Haroh Acker, Master Doctor, Mon Cal Extraordinaire
Kauri Galaxy
Hegon
Mon Jul 07, 2003 10:47 am
#3

when you set out to craft any item.


Use your craft tool.


High light the item you want to make but don't start crafting yet.(don't even go to the page where you start putting in the materials.)
Instead look at the Items description (scrool down) it will tell you what material atributes affect it's experimental properties and by how much.

for example
Chemical Survey Tool


Experiment Durabilty
Decay Resistance 100%


Experimental Effectiveness
Conductivity 100%


that lets you know that your looking for raw materials with Decay Resistance, and conductivity as close to 999 as possible. The quality of your ingredients affects how much of a base bonus the simple combine gives, and The theortical maximum you can experiment for.

e.g I was making Chemical survey Tools with some steel and one right after another I popped them out at 50% effectiveness, with a maximum of 4% durability. I switched over to some copper, and maximum effectiveness I could attain was limited to 46% (even though I had lots of spendableExperimental points left over, I had no more spendable exp blocks to put them in.) but now could push durability into the 20's (I was previously only given one exp block to work with, but now I was given 2 or 3)

mld0806
Mon Jul 07, 2003 11:11 am
#4

HigreCorp's secret recipe for CDEF weapons and Power Ups....


Awiogar and Igaulf.


I'm turning out 30-62 CDEF variants and +30.485/+15.015 power ups. REGULARLY.


That is the most direct answer I can give to the thread question.


Mike


AKA


Oka Higre
President, HigreCorp




Mike

"Players were right, development was wrong."
EveryNameIsTaken
Mon Jul 07, 2003 4:55 pm
#5

Maybe I am just too stupid to be an artisan.........


I understand that if the item requires Durability that I put in the most durable resource I can find.... but what are experimentation points?


I have worked up to master artisan making crap, because I do not understand this concept.


Why isn't this covered in the manual?


Why can I not see a resources attributes until after I put them in the slot, is there another way I am just not aware of?


Also....why is it that when I make a ...say scope...it lists the item as giving a +9.045 to the range PENALTY???? If I am ADDING to a PENALTY am I not making it WORSE?





For Emperor and Empire!
mld0806
Mon Jul 07, 2003 5:23 pm
#6

1) Experimentation points. You get 1 for every 10 points of Artisan Experimentation skill (look in the list at the bottom left of the Skills screen). To experiment you must use a specialized crafting tool (ie A Weapon, Droid, and General Item Crafting Tool [abbreviated WDGI from here on out). Then you must find the public crafting station of the type that matches the tool (IE A WDGI Public Crafting station...look near the sides of the combat guild halls). When you hit step 4, select EXPERIMENT. Make sure you click it first, because if you build prototype item, you can't go back. From there, it's pretty self explanatory.


2) Right click on your resource in your inventory before crafting and choose EXAMINE. It will bring up a little window that lists the stats.


3) It says +% penalty, but it really reduces the penalty.


Mike


AKA


Oka Higre
President, HigreCorp




Mike

"Players were right, development was wrong."
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