Weaponsmith Archive

Thread: 12-points not a requirement

MadGrass
Sat Aug 07, 2004 11:28 pm
#1

Hey, i'm just here to let new Master Weaponsmith's know something...


You don't need 12 points


A 10 point Weaponsmith is just as good, you don't even have 12 boxes to experiment in for the damage experimentation.


I recently got +25 in skill tapes, and it's not really worth it.


I make weapons with the same stats as before, except maybe with 120 more condition,2 HAM cost less, or2 better range.


12 point smiths just like to have the 12 points to say that they are superior.


When I had 10 points I was making weapons better than 12 pointers. It's all in the resources, resources, RESOURCES!!


When you are a very prominent and filthy rich weaponsmith is when you should worry about your skill tapes.


Don't let anything put you down from being a 10 point smith, it isn't that bad.


If you really feel you need it though, go for 11 points first and try it out.


This is just a thread to inform people that the 12 point pressure isn't really there, it's just an illusion.






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roselil
Sat Aug 07, 2004 11:52 pm
#2

Well, its true thats its all in the resources - if they arent good - you wont be able to experiment top stats - but it can mean a world of difference for some endusers, that f.eks the condition of the weapon is in top too.


Very happy to have my 2 extra points, especially when doing custum orders and not getting "amazing success" all the way.







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d0qtrX
Sun Aug 08, 2004 3:07 am
#3






MadGrass wrote:

Hey, i'm just here to let new Master Weaponsmith's know something...


You don't need 12 points


A 10 point Weaponsmith is just as good, you don't even have 12 boxes to experiment in for the damage experimentation.


I recently got +25 in skill tapes, and it's not really worth it.


I make weapons with the same stats as before, except maybe with 120 more condition,2 HAM cost less, or2 better range.


12 point smiths just like to have the 12 points to say that they are superior.


When I had 10 points I was making weapons better than 12 pointers. It's all in the resources, resources, RESOURCES!!


When you are a very prominent and filthy rich weaponsmith is when you should worry about your skill tapes.


Don't let anything put you down from being a 10 point smith, it isn't that bad.


If you really feel you need it though, go for 11 points first and try it out.


This is just a thread to inform people that the 12 point pressure isn't really there, it's just an illusion.










/agree.



However, 12 points would be very nice to enhance condition. I feel enhancing condition is important, as it increases the value of your product.The customer is getting more for thier money.

Thuyker
Sun Aug 08, 2004 4:18 am
#4






MadGrass wrote:

Hey, i'm just here to let new Master Weaponsmith's know something...


You don't need 12 points


A 10 point Weaponsmith is just as good, you don't even have 12 boxes to experiment in for the damage experimentation.


I recently got +25 in skill tapes, and it's not really worth it.


I make weapons with the same stats as before, except maybe with 120 more condition,2 HAM cost less, or2 better range.


12 point smiths just like to have the 12 points to say that they are superior.


When I had 10 points I was making weapons better than 12 pointers. It's all in the resources, resources, RESOURCES!!


When you are a very prominent and filthy rich weaponsmith is when you should worry about your skill tapes.


Don't let anything put you down from being a 10 point smith, it isn't that bad.


If you really feel you need it though, go for 11 points first and try it out.


This is just a thread to inform people that the 12 point pressure isn't really there, it's just an illusion.










While I agree on some points (as a 10 point smith, my damage and speed matched/surpassed other smiths who had 11 or 12 points), I disagree on others. I DO feel the extra points are worth it, especially when you're doing custom orders with Krayt, Acklay, etc. One mod success with 10 points hurts much, much more than it does if you have extra points to fix it. I've had things like Scythe Blades or Krayt weapons ruined when I got two moderate succeses (using Bespin Port) as a 10 point smith, as I couldn't even max damage and speed, let alone increase condition or anyhting else once all points were placed into damage.


Even with standard, non-enhanced weapons, I'm seeinga big difference in Range, HAM, and/or Condition (damage is the same, of course). Don't you experiment on the subcomponents? After the extra experimentation on stocks, scopes, and then the final combine, you should be seeing a lot more than a 2 point increase in range, for example. Even weapons like Power Hammers, with only one subcomponent, were greatly improved for me (from -27 to -19 range).


Again, I agree that 12 points is not necessary, as money is much better spent on resources when you're a new smith.I wanted 2 extra points to make the best possible weapons I could for my customers, not to say that I was superior in any way.

Mauddib77
Sun Aug 08, 2004 10:12 am
#5

Sure, you don't have to have 12pts, but is sure helps, those extra 2 points have saved me from moderate succeses many a time.



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RougeWilly
Sun Aug 08, 2004 12:06 pm
#6

true but having 12 points is like having a fail safe on experimenting, if it goes wrong you have 2 extra points to fix it better than 10pointers can.



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KRONOS1974
Sun Aug 08, 2004 12:09 pm
#7

Im an 11pt smith i bought my +10/+10 tapes while grinding out WS for the 2nd time. I make some weapons better than the 12pt smiths on my server. I will not buy another 10 pts, it is not worth it. I can hit 95%+ and still have 1-2 boxes left to toss onto another area. Im a happy 11pt smith.


It is good though to get those ham costs down, add some extra cond, or maybe get those nasty negative ranges up. But thats it, and then again that might make people happier.



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Orew
Sun Aug 08, 2004 2:59 pm
#8

for regular weapons the most important reason is that you usually have a few extra points to spend experimenting on condition


with repairing being the way it is condition became one of the most important attributes for a weapon - didn't you have customers asking you to use green cubes instead of yellow for their special orders?





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Brilyn
Sun Aug 08, 2004 4:30 pm
#9

< didn't you have customers asking you to use green cubes instead of yellow for their special orders? >


Nope.



I stick'em in Geo Sonic blasters, just because they're a hell of a lot better with 1k condition.



2 Extra points in Condition is roughly +100 condition.



Whoop-de-doo.....



Brilyn
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Raiyne
Sun Aug 08, 2004 7:16 pm
#10






Brilyn wrote:



Whoop-de-doo.....






I would tend to disagree with this, respectfully, I find that having a visual condition of over 1100 as opposed to high 900's tends to appeal to customer's and gives the weapon a longer life for them - Quality in terms of both damage and condition does wonders.



Raiyne
SlaughterMonster
Sun Aug 08, 2004 8:11 pm
#11

3 Words---Every point counts if you know what you're doing


+13 here not that it matters and i'm new to WS but i've been happy with making better than ordinary Weapons on Kauri.


BTW if any of you are Kauri WS or former WS i would like to be +25 you know just to have it like every other thing in the game i have



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warrenowen
Mon Aug 09, 2004 8:19 am
#12

Ok, so resources are the most important thing. But since getting 12 pts I've been pleased with the improvement in weapons. If you know how to use it wisely then it makes a difference to the informed buyer.


It isn't just 2 extra points. On a sword you get two extra points on the core, another 2 on the sword itself. So thats 4 points to put into range, condition or HAM...... it makes a difference. Likewise with guns, you get the benefit not just in the final assembly but in the production of the subcomponents (though not seemingly the abph). This together adds to the quality of the weapons.


Ultimately for me it is about a kind ofprofessional pride. I like to make the best weapons possible, if I can eek out an extra point of damage through a new spawn of resources then great, but if I can push those range mods on a LVA up, or the HAM costs on a T21 down, or the durability up of my DXR-6bs then great, 12 pts allow you to do that.



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CorenLanra
Mon Aug 09, 2004 10:23 am
#13

Lets see ya hit +1 Range on a Vibro Lance or -15 on a Long Vibro Axe. Customers notice these things..

As for 90% of regular vendor sale weapons I'd agree that 10 points doesnt add much. I completely agree that +12 is needed for custom weapons. If I was a customer I would never take my parts to 10 point smith if I knew for a little bit more (sometiems it doesnt change price) I could get 100 more condition or whatever.

Ya don't need 10 points, but it's nice.



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