Game Guides Archive

Thread: Tuesday Tips – Sept 14th: Weapon Decay

Arg0nus
Wed Sep 15, 2004 11:23 am
#118






NadaZilch wrote:

See how lost they are concerning Armor...they don't even know how it works!





Easy answer about that one....TH was only prepared for the weapons. Not the armor.


TH also didn't code the game. He's just a liason between us and the Devs.





Bored of the Grinding. Taking a break for an unspecified period of time.
gera
Wed Sep 15, 2004 11:30 am
#119






FallOut1214 wrote:





Thunderheart wrote:





TwiZzoT wrote:

so a weapon repair kit is actually like a 20 sided die? or maybe a 12 sided die? /shrug




More like a D4...






Haven't read the whole post yet, so sorry if this has been answered.


Could you please explain how a repair tool's effectiveness rating factors into the equation?


Thanks.








From my experiences I RARELY failed with a 99% repair tool. On both armor and weapon. I strongly believe tools effectiveness is important




Armor removed from Jedi so they can be kited 'as designed' - Blixtev

gera
Wed Sep 15, 2004 11:32 am
#120






WarFerret wrote:




Thunderheart wrote:


Again, Im NOT guessing =P


Though Id say its very hard to tell. It isnt something that is tracked and depends VERY much on user behavior. For instance, someone who is a mad-clicker and relies wholly on specials will wear out their weapon faster than someone that plays with an economy of strategy, well placed shots and skillful specials...




Um, quick question, how can I placea shot well without using a special ?


Shouldn't that say "lucky shots" rather than well placed ones ?


An alternate question about decay on sliced items, whilst the slicing itself may not degrade the weapon faster, does not the fact that the weapon is hitting faster and/or harder cause it to degrade faster ?


How is the exact decay rate worked out ? Is it based on thetotal amount of damage a weapon does ? In which case specials wouldn't cause it to decay faster on a per mob basis, since you have to inflict the same amount of damage to kill the mob, more in fact because the most efficient way of despatching a creature is to target a single damage pool.






Well shots are meant to be as 'being shot depending on your accuracy meter and range modifier' on weapon. Even if you kill gnorts or worts with a master elite combateer without using any specials, your weapon decays.




Armor removed from Jedi so they can be kited 'as designed' - Blixtev

Yehosha
Wed Sep 15, 2004 1:26 pm
#121

so what effect do weapon powerups have on decay rate?



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Akernar
Wed Sep 15, 2004 2:04 pm
#122






Thunderheart wrote:





TwiZzoT wrote:

so a weapon repair kit is actually like a 20 sided die? or maybe a 12 sided die? /shrug




More like a D4...







Never tell me the odds (Solo to 3PO about the odds surviving the crossing of an asteroid field)


Seriously, if we get the odds told, where's the fun of guessing going?


Thanks anyway




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DarkDan
Wed Sep 15, 2004 4:11 pm
#123

Great! Now i can beg my weaponsmith about repairs and have something to go by hehehehe.

/heart TH



Kril Vekk
*hiding in Kettemoor*
Lowon
Wed Sep 15, 2004 4:34 pm
#124


Here's what I have found thru my experience. Not sure if this has been mentioned already, but here it is.


When it comes to repairing weapons or armor/clothing make sure you have a droid out. I was constantly having problems with using 100% armor repair tools and theitem falling to pieces. Then I tried it with a droid called and to date I have yet to fail on a repair. Just the other night a guildmate of mine was getting mad over failures on her armor. Once I mentioned using a droid she was successful each time after that.


Anyone else experienced this?


EDIT: As for powerups, I haven't noticed a difference in decay when using them.

Message Edited by Lowon on 09-15-2004 07:36 PM



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raandi
Wed Sep 15, 2004 5:15 pm
#125






Thunderheart wrote:

Again, Im NOT guessing =P


Though Id say its very hard to tell. It isnt something that is tracked and depends VERY much on user behavior. For instance, someone who is a mad-clicker and relies wholly on specials will wear out their weapon faster than someone that plays with an economy of strategy, well placed shots and skillful specials...








this post clearly illustrates the complete misunderstanding the devs have for the playstyle of the majority of their players.


in case this is a newsflash to you or something, people get buffed, take brandy, and use a special on every turn. if they don't, they are killing thugs and durnis.


nobody just sits and lets the default attack roll while a nightsister is charging at their face. an "economy of strategy" is a poor strategy if you intend to derive the most value out of your profession and actually succeed at challenging content.


this is yet another sadly revealing post by an SOE representative of their understanding of their customers.



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Nyte_Bolara
Wed Sep 15, 2004 5:32 pm
#126


Great tip TH. Nice to hear that Weaponsmiths have a better chance!






Nyte- Teras Kasi Master
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WarFerret
Thu Sep 16, 2004 12:11 am
#127




gera wrote:


Well shots are meant to be as 'being shot depending on your accuracy meter and range modifier' on weapon. Even if you kill gnorts or worts with a master elite combateer without using any specials, your weapon decays.



Ah, but if I miss, does my weapon still decay ?



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Arg0nus
Thu Sep 16, 2004 12:14 am
#128

OMG Fel! You aren't perfect?!? Say it isn't so! lol


Fel brings up a valid point. Even with all the bonuses, even a MWS can fail...but shouldn't fail as often as they do. I had a MWS on my original Alt...and still failed.


It's a crap shoot, and it shouldn't be.


With a high value tool, MWS, and the SEAs...you shouldn't fail, or if you do...it's so rare that you'd prolly find a Mutant Rancor Baby first.



Bored of the Grinding. Taking a break for an unspecified period of time.
Redleg13
Thu Sep 16, 2004 12:44 am
#129

OK I think I know what you are saying, but I don't get the math. Are you saying that a weapon drops to 99% at 24% or does it drop to 96% at 24%. The latter would get you to 0 at 0 the former would get you to 74% effectiveness at 0% when you reach zero decay. No matter to me I roll the dice often with repair kits. But the math things bugs me.



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LoneWulff
Thu Sep 16, 2004 4:41 am
#130






Lowon wrote:


Here's what I have found thru my experience. Not sure if this has been mentioned already, but here it is.


When it comes to repairing weapons or armor/clothing make sure you have a droid out. I was constantly having problems with using 100% armor repair tools and theitem falling to pieces. Then I tried it with a droid called and to date I have yet to fail on a repair. Just the other night a guildmate of mine was getting mad over failures on her armor. Once I mentioned using a droid she was successful each time after that.


Anyone else experienced this?


EDIT: As for powerups, I haven't noticed a difference in decay when using them.

Message Edited by Lowon on 09-15-2004 07:36 PM





Well I sure have.If I kill a group of creatures using a weapon with no powerup that causes 10 points of decay.When I put a powerup on that weapon and kill the same group of creatures it causes 30-80 points of decay.
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