Smuggler Archive
Thread: Slicing info from a Master Smuggler on TC-Prime
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
- Replace stock Capacitor : +5% customization, +2% damage, total 2% damage slice
- Overcharge Energy Core: +15% customization, +2% damage, total 4% damage slice
- 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
- Rebuild weapon body: +5% customization, +2% speed
- Reduce barrel Weight: +15% customization, +2% speed, total 4% Speed
- Streamline load mechanism: +30% customization, +2% speed, total 6% Speed
- Rebuild flash charger: +50% customization, +4% speed, total 10% Speed
Maximum Speed slice: +10% speed = 100% Customization
Increase Critical Strike Chance Slice
- Mount improved range finder: +15% customization, +1% Crit
- Notch and file grip: +35% customization, +1% crit, total 2% Crit
- 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.
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.
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.
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.
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%.
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.