Smuggler Archive

Thread: Slicing info from a Master Smuggler on TC-Prime

Skrim
Wed Jun 22, 2005 4:14 am
#1



When The Smuggling re-vamp was first announced about a year ago I ground out a Master Smuggler on TC-Prime. After spending some time with that character on the new slicing changes I wanted to share some of the info with this group. I have been testing weapon slices as my TC-Prime character has little armor available to test.


Slicing currently takes no tools anymore, and when you slice a weapon you will get a window showing the modifications you are able to make to a weapon. Once you choose the modification you will be shown the effects. The effects are progressive, so cannot do the second modification before doing the first.



Initial Data from Slicing, TC prime June 21st


Skill level Master Smuggler


Damage Slices


3 levels of Damage slice available at master level



  1. Replace stock Capacitor : +5% customization, +2% damage, total 2% damage slice

  2. Overcharge Energy Core: +15% customization, +2% damage, total 4% damage slice

  3. Embed experimental core booster: +30% customization, +4% damage, Total 8% Damage slice

Maximum Damage slice: +8% Damage = 50% customization


Speed Slices


4 levels of Speed slice available at master level



  1. Rebuild weapon body: +5% customization, +2% speed

  2. Reduce barrel Weight: +15% customization, +2% speed, total 4% Speed

  3. Streamline load mechanism: +30% customization, +2% speed, total 6% Speed

  4. Rebuild flash charger: +50% customization, +4% speed, total 10% Speed

Maximum Speed slice: +10% speed = 100% Customization


Increase Critical Strike Chance Slice



  1. Mount improved range finder: +15% customization, +1% Crit

  2. Notch and file grip: +35% customization, +1% crit, total 2% Crit

  3. Install feather touch trigger pull: +50% customization, +1% Crit, total 3% Crit

Maximum Critical Slice: +3% Critical hit Chance = 100% Customization


Master smuggler can only get 100% customization total on any weapon.



“Jamming weapons”


As advertised eventually the weapon will “Jam” and you will get a system message that one of the sliced components had a Critical Fail. Currently the Average is between 7-15 shots before this happens. I am assuming this will be fixed before live as many mobs take more than 15 shots to kill.


Every time a sliced weapon has a critical Fail or “Jams” the condition of the weapon drops to 0. Even after the slices are repaired by a smuggler the weapons condition remains at 0, and must be repaired by a weaponsmith loosing max condition if it gets repaired at all.


Currently slicing is where weapons go to die. In TC-prime I /bugged the fact that weapons become disabled far too fast after a slice, and the fact that condition of the weapon itself is instantly reduced to 0. I can only hope that very least these two issues are addressed before the patch goes live. I also made a similar post to this one on the Test Center Forums.


Summery


In concept, slicing was going to give a chance of a “Jam” depending on customization, and needed to be repaired by a smuggler. That was a good idea. The total loss of a weapon instead of a jam, is far too much risk for the reward of a slice.


Condition penalties do nothing to help the smuggling profession, only to hinder it. As a smuggler I can appreciate a jam and the repeat business of ppl needing to come to me to repair slices, but I don’t want to be blamed for destroying perfectly good weapons. The bonus to weapon slices are being “nerfed” across the board, the hassle (although I like the idea of jams) of “jams” alone will scare many ppl away from getting weapons sliced at all. Risk of accelerated decay and total weapon loss on top of that, is overkill.


Suggestion


Drastically increase the numbers of attacks before the weapon “jams”. – common sense


Condition should not be effected by a slice, but performance should. If a sliced weapon “jams” automatically un-equip the weapon (to symbolize the weapons jam) then reverse the slicing bonus to a penalty. i.e. +10% speed slice becomes a –10% speed slice until fixed by a smuggler.






=================================================================
"Luke, you're going to find that many of the truths we cling to depend greatly on our own point of view." - Obi-wan Kenobi
=================================================================
Ikithack (Wanderhome); Skyneeie (Wanderhome); Ava-Go (Bria); Lilago (Eclipse); Skrim (Chilastra); Ikien Skrimshaw (TC prime); Whevo Skrimshaw (TC prime)

AngusMacGregor
Wed Jun 22, 2005 4:24 am
#2


The quick breaking is either a bug, or they sped up the process on TC in order to test it out.


The losing condition... yeah, that's a big no-no and should never happen. Slicing shouldn't affect the condition of the weapon at all. I hope this one gets fixed before it hits Live, because it'll bite us in the ass if it doesn't.




"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
shfire
Wed Jun 22, 2005 4:35 am
#3


Great! Slicing goes from broke to even more broke. Fix coming "SOON" (TM)



Dourne Cloudstryder

Elder Smuggler / Elder Pistoleer / Elder Marksman
Master CorSec Pilot

Alloworall - Master Medic
Meraf - Master Spy
Chalosatuk - Master Shipwright

Gamlin_Shaw
Wed Jun 22, 2005 6:03 am
#4

Oh dear it all sounds great except for the breaking after 15 or so shots... that makes slicing completely useless. I do hope that this was intentional to test out jamming, but still this needs to seriously get spammed to the devs to make sure they get that they broke slicing even more if this is the final version to go live.
Nokor
Wed Jun 22, 2005 6:07 am
#5

Yeah i hope it changes... I wonder how its going to affect weapons that have already been sliced



- - - - - - - - - - - - - - -
Nokor (Pre-CU Jedi Unlock @ 19th April 2005)

Lewy (Combat Medic/Rezer)

Characters Deleted: 07/12/05

RIP


riotcontrol
Wed Jun 22, 2005 6:36 am
#6

Hmm... aren't the slicing improvement percentages kind of... tiny?



__
wieland argosy <gunslinger>
AngusMacGregor
Wed Jun 22, 2005 6:37 am
#7

You noticed that too, eh?




"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
EEMAN
Wed Jun 22, 2005 6:46 am
#8

looks like they tried to take a programming shortcut with the zero condition to disable a weapon. 2 problems with this that i see.

1. instantly changing a database field value to zero is obviously a different programming function than the one that gets called to implement item decay. This means that quite possibly since ADK's are designed to bypass the decay function they have no bypass to this 'jamming' and therefore the item will still go to zero condition.

2. zero condition weapons cant be repaired by a weaponsmith. items that are zero end up going negative condition when you try to repair them. they have to be repaired before reaching zero and you you repair them once they get below 100 expect max condition to reduce by 500 points and permanant stat reduction after repair.


using condition at all is going to cause a cascade of problems... lets say a workaround for this half baked workaround is to make a 'fix' raise its condition back to maximum. This immediately puts a smuggler repair vastly superior to a repair by anyone else including a weaponsmith. As a weaponsmith trying to increase repair odds I have the force sensative repair tree, I have gloves with +15 repair and +5 weapon repair. I get inspiration buffs, I eat crafting foods/drinks, I stand in front of +45 crafting stations with +15 crafting tools. Nothing seems to get around the 'you have repaired but the maximum condition has been reduced' result with yeilds a 200 point max condition reduction. On VERY rare occasion I get a 'minor blemish' repair that reduces maximum condition by 40 points.

what needs to happen is instead of tinkering with condition add another column in the DB and when it 'jamms' it changes the 0 to a 1. The same function that writes the change out to the DB needs to unequip the weapon. Equiping a weapon needs to check for this value before allowing to be equipt. Currently the zero condition system in live lowers all attributes to zero including damage so the weilder could still carry and shoot, but do no damage. It is after the wielder wonders why they arent doing any damage that they examine the weapon to discover it is broken.



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
Mentski
Wed Jun 22, 2005 6:53 am
#9






riotcontrol wrote:
Hmm... aren't the slicing improvement percentages kind of... tiny?





havent you noticed the damage totals post CU are kind of.... Higher?


level 54 weapons now can have anything between 800-1200 max damage now, if you thought wed ever be slicing for 30% of that, dream on.





Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
EEMAN
Wed Jun 22, 2005 6:58 am
#10



Mentski wrote:


riotcontrol wrote:
Hmm... aren't the slicing improvement percentages kind of... tiny?


havent you noticed the damage totals post CU are kind of.... Higher?

level 54 weapons now can have anything between 800-1200 max damage now, if you thought wed ever be slicing for 30% of that, dream on.




well the damage is higher but the specials went from doing 4k of damage with a 400pt max damage rifle to doing 1800 points of damage with a 1000pt max damage rifle. So while weapon damage went up total damage w/ specials went way down. Post CU even if it said 6% damage the actual value of max damage only went up by 2%. I just wonder if they are going to continue to perpetuate this lie and have 8% damage slices continue to only add 2%.



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
RiverWindsgc
Wed Jun 22, 2005 7:03 am
#11


how dose adk affecet jamming?


Mentski
Wed Jun 22, 2005 7:10 am
#12






EEMAN wrote:





Mentski wrote:





riotcontrol wrote:
Hmm... aren't the slicing improvement percentages kind of... tiny?





havent you noticed the damage totals post CU are kind of.... Higher?


level 54 weapons now can have anything between 800-1200 max damage now, if you thought wed ever be slicing for 30% of that, dream on.






well the damage is higher but the specials went from doing 4k of damage with a 400pt max damage rifle to doing 1800 points of damage with a 1000pt max damage rifle. So while weapon damage went up total damage w/ specials went way down. Post CU even if it said 6% damage the actual value of max damage only went up by 2%. I just wonder if they are going to continue to perpetuate this lie and have 8% damage slices continue to only add 2%.



Sadly, we slice weapons not specials, so your argument is pretty moot.





Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
saloo
Wed Jun 22, 2005 7:23 am
#13






Mentski wrote:





riotcontrol wrote:
Hmm... aren't the slicing improvement percentages kind of... tiny?





havent you noticed the damage totals post CU are kind of.... Higher?


level 54 weapons now can have anything between 800-1200 max damage now, if you thought wed ever be slicing for 30% of that, dream on.






Is the new slicing %based on max damage (like pre CU) or min damage (like pups and slicing post cu)?


If its still min damage then 8% is only going to increase my 50-60 points max on the best weapons i have seen.





- I support the idea of a jeDIE free server, you can too. -
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