Game Guides Archive
Thread: Question about Slicing
Kav wrote:
the main problem, offhand, with any form of this is the complete lack of statisitics on the tools. any weaponsmith can make WUKs labled "98%" but you have no idea if they were made with bantha poodoo.
True, but I would expect exlicitly stating the effectivess of the material on the item description. Just like spices say what stats they affect and how long they will be affected, I would expect WUKs to say "+50%" or "-20%".
Kav wrote:
your putting all of our skills ability in the hands of another class! the WUK should have Nothing to do with it.
It's already like this... unless you are a weaponsmith/armoursmith you are reliant on others for your WUKs and AUKs. Just like fighters are reliant on the same Weaponsmith/Armoursmith for their guns & armour. The fighters will seek out those artizans that can create good quality products. I think it would be good for smugglers to have that opportunity as well. If you don't want to rely entirely on someone else, then you can either get the novice skill yourself, or buy a manufacturing schematic based on resources YOU collected and stockpiled (removing the reliance and meaning you can do the manufacturing yourself).
SOE designed a game that was supposed to have player-interdependancies... this would just further the existing interdependancy.
That's interesting. I didn't know that.
In that case, for consistancy sake, I guess you're right - only the smuggler-produced items should affect results. It just kind of Irks me that a clamp (which either holds or it doesn't) should result in an improved slice... But what can you do... ![]()
Hi all
1.- Are the Clamp Quality a factor to have a good slice?
2.- What is considered a good quality for a Clamp? Mines are 53% after experimentation.
PS: In casethis has been discuss already, sry about it. ![]()
I agree with all of you!
The resources should have some play, not alot. Maybe as was suggested OQ >800 - 875 +x% - x+n%and 875 - 975 +y% - y+n%, so forth. n being a random number > 0 multiplied by your level of slice just to keep it fun. There should be no penalty if you use crappy resources. Using this, you can apply it to all types of slicing : weapons, armor and terminals. I think it would be cool if i got a 40% slice on a level 70 mission!Even cooler if I could edge out the next guy buy getting better resources but still keeping the randomness is a big key. I mean come on, ifI use lead, it should be just as good if I used gold?
Personally, i think that most items should be sliceable. Vehicles, houses, miners and such. Slice a backpack with sockets to make more room with a % to take up all 4 sockets or just 1. Slice a speeder to make it faster or damage less often. Slice a miner to hold more or take less power or maintenance. The possibilites are there.
The AUK's and WUK's should have minimal play. The AUK's and WUK's should determine the amount of decrease damage the item takes overall. The better the kit, the less damage over time that is done. Again, using crappy resources should not penalize you. Same rule above maybe?
Or maybe make a generic Item upgrade kit that you get at novice artisan which takes on different upgrade abilities depending on the resources used. Aluminum for weapons, steel for armor, copper for houses/miners/others. 15 points so thatI can make them myself aint so bad.
I look at it this way, the positives outweigh the negatives. If right now the best slice i can get is around 40% (that I have seen and done) why shouldn'tI be able to improve it by using better materials. If that makes the smuggler an artisan so be it. Its really not a smuggler anyway! Not that I am complaining, cuz I am banking on the expansion to make use of the smuggler more. I just feel bad and look bad when, for no reason other than some clock on a computer that generates a random number, that I slice several weapons for someone and the all come out at 17-19%.
Hi all
Ok I would say it should be the following (Basically as kav said)
- Precision Knives should have experimentation, its our base tool, so it should have an impact, meaning that if you make a 50% Preccision Knive you should have +5% on your Slices. The best Slice that Slicer 3 can do should never be better that the average slice of an slicer 4 and the same should be apply between each level.
- Clamps / Analizer: Should be stardard and should never improve any % due to the fact that they are only use to know what cable you have to cut, but it wont make my slice better.
- WuKs / AuKs: Should have experimetantion and one with 50% experimentation should give 2% on the slice.
I am assuming that the experimentation depends on the materials.
I think this way our dependency on Weaponsmith / Armorsmith is not so great (Although if you want to do good slices you should have good tools).
Master Smuggler should get a new schematics of a Precission Knive that should allow you to have better slice and a 75% chance to get the slice you want.
Another idea for the Master Smuggler is to have the Ability to slice HAM costs on weapons and remove a vulnerability on Armor ![]()
1) no
2) no
3) unsure what the percentages is. Master Smugglers do slice better than a Slicer.
4) not that i know of. someone with a longer Slicing history might know more. I, myself, have never heard of anything over 45% on armor
5) none of those will affect a slice.
hope this is of some help
Kreyla wrote:
First of I have heard several different opinions on how slicing works and what effects a slicer's percentage.
1) Does the quality of the smuggler tool effect the slice, ie. precision knives and clamps?
2) Does the quality of the Wuk or Auk effect the quality of the slice?
3) Do master smugglers get only a 5% increase over their slices from a level 4 slicer?
4) Can a master smuggler get over 45% on a slice when doing armor ( someone told me they get 47% slices consistently)?
5) Does power boosting, sitting, not holding weapons, and not having armor on effect slices?
I want to give my customers the best chance for a good slice, as possible. I also know I cant effect what stat the slice will increase. But if any of the above things do help, please let me know. Thanx.
1) Nope
2) Nope
3) Yep
4) Liar
5) Nope
Anything else is superstition. The slicing ranges can be found on the Stickied FAQ in the Smuggler Profession Board.
Dunlop Loco
Masta Smuggla
Slicer2:
Weapon: 6-20% Speed or Damage
Armor: N/A
Slicer3:
Weapon: 6-20% Speed or Damage
Armor: 6-20% Effectiveness 5-30% Encumbrance
Slicer4
Weapon: 12-30% Speed or Damage
Armor: 5-30% Effectiveness 5-40% Encumbrance
Master Smuggler:
Weapon: 15-35% Damage or Speed
Armor: 10-35% Effectiveness 5-45% Encumbrance
Message Edited by MoDrogon on 03-15-2004 09:55 AM
absolutly correct info with the last post -I have currentlytwo characters as a Master Smuggler - on one server since Beta and another Master Smuggler on another server since Oct 2003
FYI for new and mis-informed persons about the results:
like doctor buffs - slicing % is a range and type set by the random server logic - not the smuggler
unlike doctor buffs - quality of materials do not affect slice % or type
unlike doctor buffs - a slicer can do slicing on cheap armor or weapons to determine therange of server timing of the flip flop of the weapon - damage vs. speed or for armor the encum vs. protection - again only a rough guess of looking at the slice results then timing the slice window for the acutal pieceagain no guarantees
slices posted in game or here beyond the ranges as listed in the last post are a result of either incorrect information from the slicer [some might saying lying] and the second is the results of exploiters a while back doing a double slice [ I was contacted ingame by someone to actually do this and I refused - butcaptured the process and seen the results - due to SOE banning that player does not seem to be on any more - and I am glad].
So - this thread should bea sticky in the Smuggler Forum -
Side note - I like a straight charge for one for more pieces - like any other service - if you don't like the prices - shop elsewhere - however - you get what you pay for - experience and honesty.