Game Guides Archive

Thread: Tuesday Tips – Sept 14th: Weapon Decay

Betatoxin
Wed Sep 15, 2004 1:24 am
#105



Thunderheart wrote:


HurriwanShinobi wrote:


HurriwanShinobi wrote:
any idea how weapon decay is worked out?
some weapons eg. looted LVAs seem to decay much faster than regular player crafted weapons.


Dear Thunderheat?


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...








Usually the skillful way to use specials IS to spam them, once you are buffed, drunk, and fed that is. Sometimes you have to get high too, but generally only in an emergency.
Moepple
Wed Sep 15, 2004 1:43 am
#106

--------------------------------------------------------------------------------
Thunderheart wrote:


For smugglers, slicing in no way effects the rate at which a weapon decays, but a sliced weapon will make the weapon repair even chancier than it already is. Weaponsmiths have a slightly greater chance of repairing a weapon than other professions. Additionally, trying to repair a weapon with less than 25% gets more and more risky with each percentage point and will probably destroy the weapon outright.


--------------------------------------------------------------------------------



Hi Thunderheart,


if my memory is not wrong, it was said several times that slicing weapons will increase decay speed. Was this changed, or was it just wrong?


Your own knowledge-base says:


What does Slicing do to a weapon?


Sliced weapons get approximately 5-35% permanent increase in damage (min AND max) OR 5-35% faster weapon when successfully sliced. The more skilled the Slicer, the better return you'll see. The weapon is still able to be used with power-ups and repairable as normal. A sliced weapon will decay faster, but not horribly faster. If you slice a weapon with a powerup attached, the powerup is automatically removed (and destroyed) before the slice is performed. If you slice an insured item, it will need re-insuring.


Its the opposite. Repairs normal, decays faster it says......



Read ya.

Alila
Wed Sep 15, 2004 2:56 am
#107

only thing im wondering about is why as soon as something drops below 50% it seems to be impossible to repair? I had 97% efficiency tools and tried to repair my armor set (composite) which was all at 49% or so (nothing much over 51% and nothing under 49%) _every single repair_ failed and destroyed the items.. not one was successful, wth? i'd rather just not repair and buy a new set at 25%



Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Thyriel
Wed Sep 15, 2004 2:58 am
#108

TH, i know its OT here, but why are now coming live changes that are really a mess and we even have no chance of giving any feedback to them before they go live (Mail truncated to 4k characters).

I dont see any point in that change and i often send large invitation mails ingame to Events seems like i need to split them in future into 2 or 3 mails... Really a ANTI ROLEPLAY Kick in the ass

SWG_Bobo
Wed Sep 15, 2004 5:29 am
#109

First off, Id like to say Good Job TH. You seem to have put your priorities in the right direction now. I take back all those comments I said about you in other posts.


Second. Someone asked if we will have any say so in combat revamp. I would like to mention that a lot of the ideas that they are thinking of implementing are from players like us. Especially from the feedback they got at Fanfest. Fanfest provided a lot of feedback and the devs actually listened to the players of the game.


Far as the weapon repairing goes, there are steps in which to make your repair more successful.


* Be a weaponsmith

* Have mods to weapon repair

* condition of weapon being over 25%

* be in a manufacturing town

* have very high quality weapon repair tools


I have personally noticed a greater chance to repair weapons at around 45% decay.

Personally, I dont like to repair weapons for the main fact that it will be even longer before they buy one of my new weapons.


Thank God the repair chance is low...just what we need is those weapons made from dupped krayt tissues or triple slices to last forever!



May the force be with you...always.
How does a wise Jedi become wise?

He asks questions!

Bandora-
Master Weaponsmith/ Master Merchant/ Master Artisan/Freelance Pilot
AgreaAtodlie
Wed Sep 15, 2004 5:31 am
#110






Thunderheart wrote:





DeQuosaek wrote:





Thunderheart wrote:

For smugglers, slicing in no way effects the rate at which a weapon decays




Has this ever changed?I could have sworn that the original statement was that a sliced weapon would decay faster than an unsliced weapon.



GM says nope, not in the code. It reduces the chance to repair the thing near to nil though.










Not true,...regularly I repair my weapons with only a minor reduction in condition...very rarely does it ever "break"...slice or no slice.

RanShino
Wed Sep 15, 2004 6:13 am
#111

I noticed added decay with the weapon switch timer. As an example, equip a gun fire once then clear combat que and switch to another weapon. For those 3 seconds the intial gun is not firing but it seems to take decay as if it were. So If I fire once and weapon switch it decays as if it has been fired 4 times, which is not accurate. The decay rate seems to be based on attack turns and the weapon switch timer counts the equiped item in each attack turn even tough it is not being used.


I have noticed an increase in my "special" use weapons which I fire rarely and w/o specials (read: DOT weapons). Conspiracy theory aside the only thing I could determine to attribute the near 300% increase in decay is to the weapon switch timer adding invisible attack turn costs to the equiped weapon.


Or has a variable been set to decay DOT weapons faster after the weapon switch patch? In either case the weapons that I baby and cherish each decay point withhave been taking an increased beating with less usage than before Pub 9.



Eoc Kikuchiyo
MBH - SCYLLA
GrimBear
Wed Sep 15, 2004 6:28 am
#112

Since this has turned into an "Ask TH" thread ...


Thunderheart,


I run an in game email magazine thats written from a roleplaying perspective. It has news, stories, jokes, event and shop advertisements. In a recent statement, old emails over 4000 characters were set for a permanent life in the bin. What is the state of planning on new emails? is the long running email size safe? or are there plans to cut that as well? if it gets cut so its shorter, then my email magazine is probably going to get dropped and I have so many readers/subscribers who like it.


Whats the plan?




p.s. whats the chance of me getting a forum title of "Journalist" for all the effort I go to for creating this kind of content?



GrimBear
JediMelvis137
Wed Sep 15, 2004 8:52 am
#113



Did anyone take basic math? If at 25% my weapon starts to decay, and it decays 1% for every 1% below 25%, and percentages are between 0% and 100%, my weapon would by these standards never go below 75%. The only way it would go to 0% is if it ticks 4% for every percent below 25%...



And I have an educated guess that weapon damage is based on damage to the opponent, or at least on the damage roll before it gets resisted. So yes - all slices and powerups will make the weapon deteriorate faster, because they either shoot for more damage or shoot faster. Also, since special moves causehigher damage,they damage the weapon more. From a programming standpoint, this would have been the easiest to code besides something like 0.1% for each and every shot...


EDIT: Stupid grammar...

Message Edited by JediMelvis137 on 09-15-2004 12:04 PM




Melvis (Scylla): Master Pistoleer, Master Bounty Hunter
Ishu (Scylla): TKM, Master Doctor
Givi (Scylla): Master Smuggler, Master Squad Leader
Ockewei (Scylla): Master WS, Master Artisan, Merchant in Training



SeaRaptor
Wed Sep 15, 2004 9:52 am
#114






ToyotaSupra360 wrote:

Hmm isn't the repair mod broken for weaponsmiths?





The weaponsmith community has generated gobs of data that indicate this is so. I will be very, VERY interested to hear more on this topic in the future, as there is a very clear delineation of what repair successes were like before Pub 7 and after Pub 7.

Message Edited by SeaRaptor on 09-15-2004 12:57 PM



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
rogi
Wed Sep 15, 2004 10:45 am
#115

99.9% of this game uses a random number generator
FallOut1214
Wed Sep 15, 2004 10:50 am
#116






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.





__________________________________________________
Rayvik Garrison

Thank God for WoW.
WarFerret
Wed Sep 15, 2004 11:01 am
#117




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.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
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