Shipwright Archive
Thread: Shipwright Crafting Tip #1: Weapon Experimentation
S-1-l2-H-C wrote:
you got it figured out, thats exactly what i look for when buying guns for new players im helping out (i use re myself). unfortunatly, most noobs just look at the max damage. i got into a conv with a really good SW on my server and told him that i thought his guns would be much better with a fast refire. his reply was he knew that guns were better that way but no one bought them, so he went back to buildingthe max damage guns.
Loki_Ashaman wrote:
S-1-l2-H-C wrote:
his reply was he knew that guns were better that way but no one bought them, so he went back to buildingthe max damage guns.
Exactly, I build fast guns for myself, friends, and custom builds when I can. I put a few on my vendor, even naming them Spd Specials, but they always sell slower then the max-min weapons.
Fishbreath wrote:
Whenever a Veteran, Elite, Ace pilot asks me to craft them a new gun, they ALWAYS ask for a re-fire less than 0.3.....they seem to like rapid fire over Min-Max damage also.......Iwould thinkthey know what they are are asking for.......so I will concur with your assessement.
so true picture 3 .27-.29 refire guns it's a hail of blaster fire hard to not connect with no gap in fire when finding sweet spot
Very Interesting, wouldn't it make more sense though to go with Energy per Shot vs. the shield/armor effectiveness? Might get those few precious extra shots squeezed from the capacitor. Have you tried going with a Max Damage Upgrade and then all experimentation in ROF and EPS?
I see a lot of people maxing out min and max damage stats with experimentation points, and I found that's the single worst way to go. I've always had a sneaking suspicion that ROF was the key stat in crafted guns.
These guns are all Mid-grade blasters, crafted from identical resources, using identical factory-created Quick Shot Upgrades.
What I found was that the best combination was to max outRefire Rateand then split the remaining experimentation points between vs. Armour and vs. Shields. This gives better than a 5% boost to Damage Per Second over maxing out max and min damage.
That may not sound like much, but it looks like that's not a linear progression as you go up to higher level guns. Preliminary results show an almost 15% increase in DPS for Mark V blasters. That works out to be better than 500 Damage Per Second, which is a big margin.
Now, this is obviously not going to help mass or energy consumption at all. But I've found that most customers, like me, will sacrifice those stats in order to get better damage output.
Any thoughts? Comments?
Another problem with this is a lot of pilots don't know about the different programs they can use, or know that they can even use chips that other alignments program for them. So when you give them a nice fast gun, they drop their capacitor down to 0 in a few seconds, heh.
Personally I will be offering probably 2/3rds of my weapons min/max'd and 1/3rd of them with speed.
Drakkosith wrote:
Very Interesting, wouldn't it make more sense though to go with Energy per Shot vs. the shield/armor effectiveness? Might get those few precious extra shots squeezed from the capacitor. Have you tried going with a Max Damage Upgrade and then all experimentation in ROF and EPS?
Now, this is obviously not going to help mass or energy consumption at all. But I've found that most customers, like me, will sacrifice those stats in order to get better damage output.
Not for my goal. I wanted to see if I could increase the DPS beyond what I was currently acheiving. Experimenting on EPS isn't going to change that, and with droid programs the way they are currently, you're never going to bleed your capacitor dry anyway.
I'd say that the Max Damage Upgrade would hurt the overall DPS, because it'll lower the Min Damage at the same time, leaving the overall average pretty much the same.
vs. Armour and vs. Shields are much more important, I think, because they determine what % of your damage does anything at all. Having 0.45 vs. means that 55% of your damage isn't doing anything. I haven't tested it, but I'd guess that experimenting on vs. would raise your damage per shot more than upping min/max damage.
idolatry wrote:
vs. Armour and vs. Shields are much more important, I think, because they determine what % of your damage does anything at all. Having 0.45 vs. means that 55% of your damage isn't doing anything. I haven't tested it, but I'd guess that experimenting on vs. would raise your damage per shot more than upping min/max damage.
Message Edited by idolatry on 05-28-2005 10:16 AM