Commando Archive

Thread: Post CU crafted Grenades.

Kesslan
Fri May 20, 2005 11:05 pm
#1

Well. For those of you like me who love tossing these littel fireworks about. I've got some somewhat good/bad news about post CU crafting of greandes.


Bad news. Damage cap isnt all that high. But it's still 'decent' by CU standars. On a 90 percent experimentation and going all the way for damage. I managed to pull off a post CU crafted greande of 1140 max damage. This was unenhanced by kilknik glands. As.. the other part of the bad news is currently. These dont seem to actually work. It wont even let me put them in even though their quite litterally basicaly kraty tissue for munitions.


Good news: Post cu crafted grenades get an innate accuracy bonus. Managed to get mine to 11. not half bad really.


Blast radius of Proton Grenades: Seems to be 30 on the newly crafted ones. So this is apparently intended. I havent made the others yet. But I'm pertty sure the blast radius were seeing on each grenade type (20's 30's etc) is infact correct.


I still really need to fiddle with things abit more as there's about 6 experimentation lines that can each hold 10 points when crafting greandes. Some arnt exactly intuitive. one was 'proton core'. What ever the hell thats supposed to be. There was a seperate line for accuracy so assumably one could get a damage ratio of about 900 something on a proton and maybe boost the accuracy as high as 20? Guestimate on that one.


Throwing range. Now here is an interesting thing. It seems it's possible to havea varriation in the max throwing distance. I managed to craft it up to 42 without even experimenting on this one. Which is a pretty decent range. I'll try to see what this caps at tomorrow.


Speed. There is an option to experiment on attack speed. I'll throw one togeather tomorrow and test it out and just see what the secondary cool down timer on these things is like. If it stays teh same. it's... well rather pointless.


Anyway just wanted to let fellow commandos know what's up in the world of explosives. Especially as so far nades seem to be the only commando weapon that still do proper AoE damage.



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LecheHombre
Sat May 21, 2005 11:39 am
#2

That sounds quite interesting! I'm not *too* worried about grenade damage, especially as a DPS measurement. I don't mind them having a fairly slow timer with a reasonably large front-loaded damage potential, especially if they have the cooldown only apply to throwing more grenades rather than any combat action like now. To me, the area states and DOT are what make grenades a potentially worthwhile item. I'm glad to hear that at least somebody is messing around with them post CU, it sure is hard to find grenade vendors with new stuff on Flurry!



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Kesslan
Sat May 21, 2005 1:27 pm
#3

Aye. Unless they fix that secondary 'cool down' timer on grenades I'm not really going to bother with trying ot reduce the timer. I'm definately interested in seeing if I can get the dot to last more than 30 seconds. But it looks like it -may- be the cap. Could be wrong though. As I said 6 lines of experimentation for greandes... which is.. rather much. However. It does give you some nice options. Currently the only useful ones I know of would be going for flat out damage (like I did) or go for a big fat accuracy bonus. I'll have to see what that 'proton core' line does.



Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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Blackmoore
Sat May 21, 2005 4:53 pm
#4

Kesslan, we need more numbers from you. It is hard to compare the data for each grenade type you mention.


I had some subs from pre CU that I was using to make a batch recently. I have not made anything without the pre CU subs yet. So, my numbers might not be good. I will make more, but I only saw 4 lines to experiment on when I made grenades. Also, I noticed that I got an accuracy bonus on one grenade and not the other type I was making. (Imps and Thermals) I guess I just have to clear out my old subs and see what the new ones will bring.





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Kesslan
Sat May 21, 2005 8:12 pm
#5

Aye. I've not had a chance to poke about much more. But the post CU ehh.. grenade fusing mechanisms or what ever the hell it's called again gives out an 8 and 90 percent so assubmly 9 if you could ever hit 100. I iddnt figgure on getting into the nity gritty of crafting grenades on this forum though as I figgured that was something more for the WS forums. But hey if you guys want that info. I'll be happy to provide.



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Blackmoore
Sat May 21, 2005 10:01 pm
#6

I think it is applicable. I will post the info I get here too when I get to making post CU grenades.



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
Kesslan
Sun May 22, 2005 3:22 am
#7

Well i'd have to look at the greandes I made again for exact stats but here's some basic observations I've made after crafting a few thermal detonators, Proton Grenades and Cryobans. I'd haev made glops but those take up a crapload of mecial subs and realy isnt worth the money just for a blind effect.


Anyway. Here's what I found certain lines do and thus show you options for grenades.


X core. IE Thermal core, Proton Core, Cryo core. This basically is the line that affects dot power/duration. Proton Grenades by far have the strongets dot possible. The highest I've pulled off using high end subs/resoruces etc was a 20 something power, 48 second duration fire dot. Which actually is useful. Max damage was around 940 as I didnt put any points into explosive power but a 12pt probably could drop anotehr 2 points in there to bump this up to around 980.


Accuracy. Just as the name says. Raises the accuracy bonus. Cap appears to actually be closer to 30 as I was able to rather easily get a 23 accuracy bonus without even maxing out the line.


SAC. Honestly I dont htink a special action cost on grenades is such a huge deal as the timers on grenades generally mean you'll likely have regened the 100-200 points it'll cost you to throw the grenade. But it'll lower it even further. Personally i'd rather have the damage, acc bonus or dot or something.


Throwing range. Now there's something that does indeed make a difference. Cap dependant uppon grenade type seems to be 65 if you could pull off 100 percent experimentation. Interestingly enough it also adds in a minimum range on the grenade. 92 percent experimenation in this line netted me a max range of 58. But a min range of 22 on an imperial detonator.


Generally speaking every grenade seems to have 4 experimenation lines. Except for protons which have 5. By far best bang for your buck is allways going to be a proton though. But thermals and cryobans come up as close seconds.


General Observations.


By far Thermal detonators and Protons seem best experimented with for damage first. Then either range or accuracy. As for sub components. Seems it's best to experiment for range there first. Doing so genrally netted me a starting max range of about 40-44. Blast radius seems to have been a set unchangeable ammount the whole way through so no worries there. Only looted grenades and improperly converted pre-cu nades seem to have wildy different blast zones. On the subject of Cryobans. Their nifty for slowing down a target. And if you decide to forgo damage and go all dot (Which left me at about 500's max damage, but a 23 percent slow, 38 second duration dot) they might be worth a damn if you can get the dot to stick. Glops on the other hand take something like 9 Bilogical Effect controlers. And stats do matter for those. Considering the resource cost for this, and the fact that glops cant match the damage etc of protons or thermals. It seems a waste of money/resources to even bother crafting them.


As for C12 and C22s? Didnt even bother experimenting on them. From wath I've seen of them so far their damage output isnt even worth the trouble. It's minimal at best. And all they have are 'chances of increased wounds'. Whopity do.






Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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Stealing your wallets since November 04
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