Shipwright Archive
Thread: Okay, do you guys know what's the maximum of each stat of each component?
However, as already mentioned, I'm not sure that it will really tell you what you want to know. With multiple experiment lines, and with the reality of actual resources (for a new profession that hasn't seen multiple spawns of the new named resources), I don't think that you'll be able to conclude "oh, this guy didn't use top-end resources". Furthermore, without a history of the new resources, we don't know if some of them are "gated" or not (e.g., I think that iron never goes above 500 conductivity). So again, the SW may be using the best possible resources that are available, and still not coming close to the theoretical "MAX".
If YOU decide, as a pilot, that you want max hitpoints on your shield and lowest mass on your reactor (for example) then talk with a shipwright about making you a shield and a reactor that meet *your* needs. It may very well be that shipwright's opinion that most people would benefit from emphasising other attritutes on their shields or reactors, so the stuff on the vendor doesn't reflect what they *can* do in that area.
This shows the theoretical min and max for the 5 different levels of armor, along with the min-max of the upgrades applied to it.
Starship Armor - ***BETA VALUES***
ZenDragonMLS wrote:
If YOU decide, as a pilot, that you want max hitpoints on your shield and lowest mass on your reactor (for example) then talk with a shipwright about making you a shield and a reactor that meet *your* needs. It may very well be that shipwright's opinion that most people would benefit from emphasising other attritutes on their shields or reactors, so the stuff on the vendor doesn't reflect what they *can* do in that area.
Amen! And this is why the concept of a simple list of max values is only half of the equation. The chart somebody hyperlinked (or stickied, I hate that word) earlier was a good scientific view of desirable ranges of stats and reflected that pushing one stat pulled on another. Starships and components are NOT going to be like weapons, and cannot be looked at in the same simple way we do weapons. I am afraid the original poster is going to be frustrated for a long time because there is no linear list.
That being said, it will be nice to see what the max for any given stat is. But consumers are going to have to get used to the concept that if they want UBER damage, they may have to give up armor or shield protection to get that. What if your beautiful, crafted Ion Blaster that isgoing to cutholes in everybody's shields takes up a little too much mass or power? You might have to go with that lower level armor to keep it on your ship. I love it, make people think for once. No more UBER - templates!
Another thing I THINK I have noticed is that Starship crafting does not seem nearly as predictable as other professions.Two great assemblies on a Chassis Blueprint for the same chassis type with the same resourcesseem to result in much difference in stats with different distributions. It's not like a VK where you use the same resources on 2, get the same crafting results and have exactly the same stats on them.
I for one am very seriously considering totally dropping WS in favor of Shipwright because of the ability to customize more stats, and the likelihood that customers will have different needs from one another as opposed to everybody demandingthe Nym Enhanced VK with a 35% damage slice. I for one don't want to grind for my whole SWG life.
Message Edited by jrscott on 11-01-2004 04:00 PM
By leverage I mean "how much impact can the crafter have on this attribute?"
By example, a master artisan making a vehicle has a theoretical leverage of 150% - a swoop with a 0% experimentation has 1000 hitpoints, whereas one with 100% experimentation is 2500 hitpoints. That's a pretty reasonable leverage.
In contrast (using Beta numbers here - I'm still gathering live numbers), a shipwright has very low leverage (5% or so?) on a chassis mass and better leverage (35-40%?) on the chassis hitpoints. Neither of those is earthshattering, but just given those you would tend to put your points into hitpoints, and then leftovers into mass. It *may* be the case that the attribute that you have as a #1 priority doesn't have much leverage - so you have to decide if you want a 5% bump on it or a 30% bump on a different attribute.
To make this a little more complex, look at blasters. It may be the case that the individual attributes have relatively low leverage (e.g., you can only change min damage by 15%). However, your actual damage per second is affected by the damage, the firing rate, and things like effectiveness against armor or shields. So a shipright might want to pop each of those 10% to end up with more than 30% increase in damage per second.
Akz wrote:
When you use perfect resources, you get 30% right off the bat for the stats.
OQ, CD, UT are the main stats looked at. Heck, we don't even need to know what those stats are, just the % you experimented up to and the stat that it is. IE: 90% on the Max Damage on a Mark 7 Blaster, and what that damage is.
For WS, the HAM cost, Ranged Acc modifiers at the moment do not play a big role as to Min/Max Damage. With FS in the game, speed isn't that important as well to Master Combat Professions. I'm sure over time people will realize what are the main attributes to look for and work from there. One of the reason I started this thread.
Resource stats are not that improtant if you are not maximizing a stat and reach resource cap. If you don't experiment each stat to max there will be less difference iin stats, only the difference that you get on initial assembly.
I am talking about ship weapons, not ground weapons. What is best for you? Highest possible, max damage, low spread on damage, fast refire rate, low energy consumption, low mass. And oh do you want to have higher efficiency on shields or armor or a balance ?