Smuggler Archive
Thread: Slicing Post-CU If you don't read this, you will die.
Egowyn wrote:Could it be that, as they are testing combat upgrade, they did not wish to have to much varriance in weapons so as to conduct a more reliable test of the combat system?and as such set all slices to be equal?I mean its not like they need to test slicing.....we all know how that works ..(for now)
well it is a major part of our profession and has the potential to play a significant role in weapon and armor balance. It needs to be tested and verified.
Jispo wrote:
As for Spices, they are easily the best BUFF food around. No stomach issues, lasts 15 minutes, and the downer seems to be overshortly afterthe time it takes for your toon to animate throwing up. I personally hope they don't change this. I also don't see any real balancing issues since everyone has access to buy spice. So anyone can run around with crates of pixie and staying 20% buffed literally at all times.
I for one welcome having spice be useful. Slicing may not be as useful however, which does suck. But in the interests of balance, I do understand the need to keep weapons "consistant" and not have some "uber" rifle doing thousands of points in damage.
Its about time. Finally having a dangerous and controlled substance has meaning and value again.
And I'm not too concerned about the slicing thing. Face it, any serious weaponsmith will have a smuggler buddy or alt to be a slice monkey for him. However, now with these soft caps, I think it may improve things for us. Nolonger will the greedy weaponsmith with the smuggler alt be able to sell 30% damage sliced t21s for 3 million credits.
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Next I crafed a few new pistols, and chose the Death-Hammer model
I used all pre-made components, which are not balanced toward the CU compared to newly made components (of which I have not had time to make factory runs, and why should I when they would come out worse than ones made last week?)
Death-Hammer #1 (Krayt tissue 30 dmg -.30 was used experimented to -1.97 dmg 17-71 dmg)
2.04 298-626 after a 5% Slice for dmg
Dealth-Hammer #2 (I used premium resources and my best pre-nerf components, no kryat tissue)
2.07 303-611 after a 7% Slice for dmg
Death-Hammer #3 (my goal here was to make the worst weapon possible but in the end used a stadard barrel axidite iron and the same ABPH as #2)
2.12 229-524 after a 19% Slice for dmg
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It is pretty obvious that the higher damage your weapon, the lower % of a slice you get. Given this is only out of 3 tries and one model gun but I feel there will be a distinct pattern. Also I feel that soon WS will be trying to find the lowest quality material that they can use before slicing %'s drop off to the point where in the end the weapon is less DPS overall.
I'm a master Weaponsmith and master Smuggler and slicing in the CU is extremely disappointing. Slices seem to be fixed at 7%speed and 8%dmg on many weapons. There seems to be some type of invisible cap.
Not to mention it's really impossible to see what the actual damage might be unless you have a cert for the weapon. So coming out of the slice I really have no idea what I'm dealing with in many instances even after creating the weapon.
My best slice out of 30+ today was on a dart Carbine at 16% and it netted lower dps than Darts from the same factory run that sliced 5% dmg. This is a mess. Honestly almost enough for me to give up Smuggling if it doesn't get fixed soon.
Tuco wrote:
How is -8 possible?
THAT is what I wish to know. It was VERY frustrating.