Pistoleer Archive
Thread: The general crafting nerf and how it will be detrimental to you!
We all know the FWG5/scatter/launcher are being "fixed". However much of this "fix" is being alliviated by making feeder mechanisms actually work. So the drop in preformance should only be slight (probably like 10-20 damage and .3 more speed). This and the new "krayt" like feeder mechanism loot will make this change acceptable.
However this post is not about that, during all this another change has come about, and this one will effect us all alot more.
The basics of it is, unless you dealing with 1000 quality resources, experimentation results have been cut in half. I will use an example.
On a live server, with a certain resource, a smith who was able to gain 7% in an "amazing" experimentation, will now only be able to gain 4% with the same resources.
For weapons (like the DX2) that require certain and specific resources, this change will be extreamly detrimental. This weapon requires a rare steel that in most cases has crappy stats. With this change what little crafters could do for this weapon will be cut in half.
Any comments by crafters from test would be wonderful, everyone should be informed of this change.
This is a great post, Taewyn.
Yes, there is an experimentation nerf on TestCenter which will dramatically reduce the quality of everything from weapons to armor to stimpacks. Just yesterday, Thunderheart responded to concerns about this nerf by saying that the change was "working as intended."
Fortunately, a Master Weaponsmith on TestCenter wrote a really great post today, and Thunderheart responded saying that he is forwarding it to the Devs. So we have hope that they'll fix this before it goes to the live servers.
Just in case, I'd stock up on pistols to be sure, given that there is still a good chance that this will go live. I got a whole bunch of pistols from my weaponsmith last night, as a precaution, and everyone else should too.
TH ... you asked for numbers on this problem ... so here they are.
In the table below you will see the specs for an Advanced Power Handler (APH) ... APH's are in at least 70% of all weapons out there ... and furthermore there are mutliple power handlers in the majority of those guns. (T21 takes 10 of them).
Here is the chart listing out the resource, quantities, properties and totals to the left. You will see this APH has a total final quality of 861 ... or 86.1% out of 100%. The properties in orange are properties that are missing from the resource. Chems, Ore and Gas all do NOT haveconductivity as a property.
Adv Handlers 861 QtyCD OQ CD OQ
Chem Polymer ikoi 10862 862 858 893
Copper Diatium Axin 5760 753 66% 33%
Ore Ostrine Eewiniog 5995 995 566 295
Aluminum Phrik Duroatas 8799 996
Gas Irolunn Octinoce 16872 872
Enhancement (Optional)
Pre-Test Center Patchthe system would use the *other* property of a resource if a resource did not have that stated property. You will notice in my chart I have *copied* the OQ for the Chem/Ore/Gas into the CD column. This is popularly believed how it was done.
The chart takes the qty and times it by the property ...
10x 862 + 5x 760 + 5 x* 995 + 8 x 799 + 16 x 872 = 37,739
Then dividesthat by theqty of resources ...
10+5+5+8+16 = 44
Then divides the first total by the second total ...
37,739 / 44 = 857.7
It does that for both columnsthen applies the *weight* to each ..
868 x66% = 566 ... 893 x 33 = 295
Then adds them together:
566 + 295 = 861
So ... for the first build .. pre-patch we get an 861
Now looks what happens when you zero out those missing properties ... a 447!!
Adv Handlers 447 Qty CD OQ CD OQ
Chem Polymer ikoi 10 0 862 232 893
Copper Diatium Axin 5 760 753 66% 33%
Ore Ostrine Eewiniog 5 0 995 153 295
Aluminum Phrik Duroatas 8 799 996
Gas Irolunn Octinoce 16 0 872
Enhancement (Optional)
861 vs 447 ... I am sorry ... that is just not acceptable. These are basically just about the *best* of the best resources ... There has been a 950+ polymer and a 950+ gas ... but that is not going to make a big impact considering it's missing 3 out of 10 properties.
This is basically going to affect just about every single combat profession. I should do a little testing and create some 447 PH's and see how much their power drops to find out the impact .. but I believe it will be close to 35% less effectiveness then the current crop of guns.
There are the numbers so you can see the *stark* contrast this change makes. Huge ... Way Huge ... Talk about an uproar from the *entire* combat class's if this goes live.
Big, Big, Bigger then Big ... Huge ... Hugest ... the biggest "Accidental Nerf" yet to the game I would say :-)
Hero_Darkjedi
Yep, I just saw this right after I posted, I assume this is the post you ment
.So I though I would bring it here for all of you who like to crunch numbers.....
I have already stored 3 crates of my favorite weapons....However, I do suggest all combat professions get behind this and make the devs look because everyone is going to be hit by a 30% ish decrease in over all weapon preformance should this go live
I can deal with the FWG5/Scatter/Launcher *Fix* if they also corrected feeder mechanisms, but this change is an absurdly huge overall nerf.