Swordsman Archive
Thread: Why the cleaver and vibro axe aren't as strong as they should be from a weaponsmith
I know some people here on the forums have been surprised at the lackluster stats on the two-handed cleaver and vibro axe.
I can now, almost definitively, tell you why this is the case:
It's a bug.
Many weapons at the higher weaponsmith skill boxes (both melee and ranged) use identical factory-made components. For the two-handed cleaver, the sword cores are optional. For the vibro axe, the two blade vibro units are mandatory.
Each of these components has fixed stats that are supposed to alter the stats of the final weapon. For example, my current best sword core is minimum damage +36, maximum damage +36, attack speed -.50. These are, in part, what make the two-handed curved sword such a spectacular weapon.
The bug enters when these components are used in multiples. Not only does the final weapon not accurately reflect the total of the components used... it doesn't reflect the total of ANY of the components used.
For example, I recently crafted two two-handed cleavers: one using two of the abovementioned sword cores, one using no sword cores at all.
The results before experimentation were EXACTLY identical: 41-123/5.0. There was no difference whatsoever by introducing the sword cores.
If these modifications were being accurately portrayed, the weapon before experimentation should have been at least as good as 113-195/4.0. Quite a difference, no?
While I have not been able to craft the vibro axe yet because Ditanium steel has yet to exist on my server, I can only assume it will have the same problems as the result of requiring two blade vibro units.
The devs have indicated that the effectiveness of components used in weapon manufacturing will be increased with the next major patch, when it becomes live. Hopefully this bug will, too, be fixed and these weapons will get some much-needed boosts.
Nagorak,
The bug relating to this problem is already very well known on the Weaponsmith forum, and I believe our correspondent has already ranked it as one of the major issues.
From my understanding, a similar bug is affecting armor, so the Armorsmiths should be complaining about it as well...
Gorecki, your weekly e-mail to the Devs should include a link to this thread. ![]()
Yep..it certainly won't be forgotten...if not in the upcoming then in the one after, if the "big patch" hasn't come out by then and improved things.
Right now we are stuck anyway while waiting for the Devs reply to your first one :'(
I should note, for the sake of completeness, that the Vibro Lance and Long Vibro Axe are also affected by this bug. I can't actually craft them because of the missing Ditanium steel, but since they both require factory-produced vibro units in multiples, I have to figure they're affected similarly.
The weapon most affected by this is probably the T21 rifle... which requires a whopping ten blaster power handlers....
Armorsmiths knew about this since day 1, since we use identical segments almost immediately.
The fix for this is in TC already, so it should affect ALLfactory component crafting.
This will be a HUGE change toequipment world btw, and not all for the better. EG in my armor im missing the extra protectionon my segments, butmy armoris also missing the HAM encumbrance.When this is fixed armor will get slightlybetter resistance and aLOTheavier.
dustdoc,
I'm still very happy to hear that the fix for this is coming. Yes, it will have a few drawbacks for me as well (I shudder at what the HAM costs on that cleaver are going to look like with two advanced sword cores, which add about 11 points EACH to EACH cost), but the differences in damage and speed are going to be amazing.
Although this could be compensated for by the promise that HAM costs on optional components can be experimented away completely...
I hope Radiant doesn't get a resource shift the same day as the patch, otherwise I'll be spending six solid hours moving harvesters and coming up with new schematics to take advantage of the changes. ![]()