Commando Archive
Thread: Question From a Weaponsmith
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Ilcbar
Fri Nov 05, 2004 3:39 pm
#14
That is the funny thing, they aren't genosian. They are regular sword cores. As I remember the stats aren't exceptional other than the range but I am interested on how the weapons turn out and I didn't want to waste them on something that nobody would buy.
Rayzah
Fri Nov 19, 2004 4:19 am
#15
to answer your queston for you i can tell you now that once you make those swords you will NOT have a range of +20 to the final weapon
the range modifier will vary on the on the final weapon as well due to experimentation and assembly.
Mainly in melee weapons the max range you may get would be 10 M depends on the weapon type itself
For example, in a scythe i crafted the range modifier was like this
min(0m) +15
Ideal (6m) +40
Max (12m) +15
For a average PH it might be
min(0m) -30
ideal (6m) -30
Max (12m) -30
And at the same time you could craft, say a geo sonic blaster and the range mods might be like this
point blank (0m) +5
ideal (15m) +30
Max (50m) -50
So the thing is, no matter what range mods you get in the end, no sword or melee is gonna reach over the range of about 12-15m's no matter the range mods, that would mean that if you made a rykk blade with those cores it woulds hit someone 30 m's away
No sonic pistol is gonna hit you at over 55 m's and so on....
I would think that it would add or subtract damage depending on the range. and depend on how well you craft the weapon and what resources you use you can change the range mods
as far as i know, accuracy is only affected by states or moving, not by range mods
Rayzah
Fri Nov 19, 2004 4:22 am
#16
oh, use those on a two-handed weapon, such as a curved sword, ora cleaver, not a one handed weapon
i used gaffi's from start to finish and a stun baton one i hit novice
Loupgaroo
Fri Nov 19, 2004 4:55 am
#17
If you are going to make fencer weapons that are loot-enhanced, I would love to have you wp (if you're on farstar)
edit: doh your not 
Message Edited by Loupgaroo on 11-19-2004 03:56 AM
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