Weaponsmith Archive

Thread: Why should we try or care about SWG?

Samaw
Sat Sep 24, 2005 7:58 am
#1

Recently on chilistra we a new server best Ditainium Copper spawn. CD was 4 pts better than previous and OQ was about 70 pts better. Also at the we had a new sever best Irolunn Gas its OQ was 10 better than the previous server best. So was getting all excited that I was going to have better resources to go into my power handlers. The old stats when maxing out on SAC then speed was 15 min 41 max -9 SAC and -0.84 spd with all great experimentation. I figured with the new resouces it should increase the min and max by maybe 1 pt on each and maybe increase the speed a little bit. But quess what guys the stats turned out to be the same. Which tells me that no matter how good the resources are there is still capp well below what can be reached with mundaine resources.



Samaw Master Weaponsmith 12pt
Samaw's Weapons of Choice ( -3250 , 3750 ) Near Dragon's Lair on Naboo
Samaw's Weapons of Choice ( -1145, 1735) In New Thebes on Tatooine
Akimaki
Sat Sep 24, 2005 8:48 am
#2

yea its rather silly, its just only counted till we get 95% exp to get the -9sac then nothing more. i think with resorce buff we should get 100% at the end on our server but no improvement in dmg or spd, there might be a bug tough that didnt let achive 100% not sure but would be sweet to get like -10sac and better stats




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SWG was my one true love but she cheated on me, twice..
Jebredan_Xoel
Sat Sep 24, 2005 9:31 am
#3

Crafting is far less interesting since the CU, but I can't really see it changing. SOE would need to get a clue and that ain't happening anytime soon.



Jebredan Xoel | Starsider | FS Crafting Master
FMS Super Store located just south of Coronet City at /waypoint -130 -5804

"Never settle for second best"


Samaw
Sat Sep 24, 2005 10:00 am
#4






Jebredan_Xoel wrote:
Crafting is far less interesting since the CU, but I can't really see it changing. SOE would need to get a clue and that ain't happening anytime soon.





So true, But the big thing I was looking to see was how the new resources was going to improve my power handlers and it didn't.






Samaw Master Weaponsmith 12pt
Samaw's Weapons of Choice ( -3250 , 3750 ) Near Dragon's Lair on Naboo
Samaw's Weapons of Choice ( -1145, 1735) In New Thebes on Tatooine
CorenLanra
Sat Sep 24, 2005 3:05 pm
#5



Chumplestilskin wrote:
I'll bet it is the "buff" you get...
It's also my understanding that the 100% mark was changed based on the "best ever" spawn of a resource rather than 1000pts.
So, if you have a previous 900 stat on the resource, it's bumped by 2% to now = 918.
Say you found a new resource that beats that one by 4 pts, and it's the best ever 904! Now pretend on say Ahazi, has the best ever stat for that resource at 910. Well, both of your 900 and 904 with the buff cap over 910. So, there is no difference, both of yours with buff surpass 910 and cap out there.
That's my theory on it at least.





That would explain a few things but I'm pretty sure it calculates it based on the relative stat cap. The only way to test this out is to have WS from each server post their 'best' ABPH and see if they all come out the same even though there is a difference in the stats vs relative caps.



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Summerflame
Sat Sep 24, 2005 3:51 pm
#6






CorenLanra wrote:





Chumplestilskin wrote:


I'll bet it is the "buff" you get...

It's also my understanding that the 100% mark was changed based on the "best ever" spawn of a resource rather than 1000pts.

So, if you have a previous 900 stat on the resource, it's bumped by 2% to now = 918.


Say you found a new resource that beats that one by 4 pts, and it's the best ever 904! Now pretend on say Ahazi, has the best ever stat for that resource at 910. Well, both of your 900 and 904 with the buff cap over 910. So, there is no difference, both of yours with buff surpass 910 and cap out there.


That's my theory on it at least.








That would explain a few things but I'm pretty sure it calculates it based on the relative stat cap. The only way to test this out is to have WS from each server post their 'best' ABPH and see if they all come out the same even though there is a difference in the stats vs relative caps.





If that was the case then there would be no room for improvement at all. Which is not the case (we just had a spawn of the best ever durralloy for Rfle Barrels on my server and my barrels went from 8 sac to 9 sac.)


Problem is with the subcomponents that the range is very small so you need to improve a lot on your resources for the components to actually change. I find it a bit strange that the OP didnt see any improvement on speed though as it should have been at least 0.01. Have yo utried a couple of times more just to test?


That being said the Resource buff has taken some of the enjoyment out of our profession (some weapons are very easy to cap now, PHs comes to mind).





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Chumplestilskin
Sat Sep 24, 2005 8:31 pm
#7






Summerflame wrote:





CorenLanra wrote:





Chumplestilskin wrote:


I'll bet it is the "buff" you get...

It's also my understanding that the 100% mark was changed based on the "best ever" spawn of a resource rather than 1000pts.

So, if you have a previous 900 stat on the resource, it's bumped by 2% to now = 918.


Say you found a new resource that beats that one by 4 pts, and it's the best ever 904! Now pretend on say Ahazi, has the best ever stat for that resource at 910. Well, both of your 900 and 904 with the buff cap over 910. So, there is no difference, both of yours with buff surpass 910 and cap out there.


That's my theory on it at least.








That would explain a few things but I'm pretty sure it calculates it based on the relative stat cap. The only way to test this out is to have WS from each server post their 'best' ABPH and see if they all come out the same even though there is a difference in the stats vs relative caps.





If that was the case then there would be no room for improvement at all. Which is not the case (we just had a spawn of the best ever durralloy for Rfle Barrels on my server and my barrels went from 8 sac to 9 sac.)


Problem is with the subcomponents that the range is very small so you need to improve a lot on your resources for the components to actually change. I find it a bit strange that the OP didnt see any improvement on speed though as it should have been at least 0.01. Have yo utried a couple of times more just to test?


That being said the Resource buff has taken some of the enjoyment out of our profession (some weapons are very easy to cap now, PHs comes to mind).








Actually, that is exactly what I'm saying...take a look at your Duralloy's top vs. some on the other servers. I'm saying they take the "best ever" from every server. Or basically the "cap" that was established. So, say a resource cap is at 650, well, if you can hit 650 with your buff, then there is NO ROOM for improvement from there. I am saying that is exactly what has been done. I am in the same boat with the Irolunn reactive gas. Mine doesn't go as high up on the green bar as it could, but yet it's the "best ever" spawn on our server. I checked other servers and I see why now..some are lots higher.



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Chumplestilskin - CANCELLED DUE TO THE NGE
maigy
Sat Sep 24, 2005 8:41 pm
#8






Chumplestilskin wrote:






Summerflame wrote:





CorenLanra wrote:





Chumplestilskin wrote:


I'll bet it is the "buff" you get...

It's also my understanding that the 100% mark was changed based on the "best ever" spawn of a resource rather than 1000pts.

So, if you have a previous 900 stat on the resource, it's bumped by 2% to now = 918.


Say you found a new resource that beats that one by 4 pts, and it's the best ever 904! Now pretend on say Ahazi, has the best ever stat for that resource at 910. Well, both of your 900 and 904 with the buff cap over 910. So, there is no difference, both of yours with buff surpass 910 and cap out there.


That's my theory on it at least.








That would explain a few things but I'm pretty sure it calculates it based on the relative stat cap. The only way to test this out is to have WS from each server post their 'best' ABPH and see if they all come out the same even though there is a difference in the stats vs relative caps.





If that was the case then there would be no room for improvement at all. Which is not the case (we just had a spawn of the best ever durralloy for Rfle Barrels on my server and my barrels went from 8 sac to 9 sac.)


Problem is with the subcomponents that the range is very small so you need to improve a lot on your resources for the components to actually change. I find it a bit strange that the OP didnt see any improvement on speed though as it should have been at least 0.01. Have yo utried a couple of times more just to test?


That being said the Resource buff has taken some of the enjoyment out of our profession (some weapons are very easy to cap now, PHs comes to mind).








Actually, that is exactly what I'm saying...take a look at your Duralloy's top vs. some on the other servers. I'm saying they take the "best ever" from every server. Or basically the "cap" that was established. So, say a resource cap is at 650, well, if you can hit 650 with your buff, then there is NO ROOM for improvement from there. I am saying that is exactly what has been done. I am in the same boat with the Irolunn reactive gas. Mine doesn't go as high up on the green bar as it could, but yet it's the "best ever" spawn on our server. I checked other servers and I see why now..some are lots higher.





I think Chump has a point here... if this is how it works it would explain a lot.... I have suspected something like this, but wasnt sure. So the 2% resoruce buff will basically allow us to cap stas with slightly inferior resoruces... so even if we get a better spawn, we will not be able to improve the stats.



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Maigrey Master Weaponsmith, Master Droid Engineer, Master Merchant

Zayra Master Pistoleer, Master Smuggler, CM 4000

Maigrey's Weapons Coronet(radiant) WP -251, -5676
SgtSixpack
Sat Sep 24, 2005 11:38 pm
#9

Aslong as we have multiple experimentation lines then a better resource will show. Its usually going to be speed which is slightly better, on a sub-component or weapon. Personally I think the caps on final weapon stats make the weapon crafting a little more skillful in that u need to anticipate where u will meet the cap sometimes on assembly too.


I do think there is room for differentiation because I had someone say to me "that is the best featherweight I've seen". Also earlier in my ws career I found that I could not possibly make a T21 which compared to a pre cu weaponsmith's I put it down to pre stocks. Now however looted bh stocks are better in many cases.



138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
Chumplestilskin
Sun Sep 25, 2005 12:52 am
#10


I'll bet it is the "buff" you get...

It's also my understanding that the 100% mark was changed based on the "best ever" spawn of a resource rather than 1000pts.

So, if you have a previous900 stat on the resource, it's bumped by 2% to now = 918.


Say you found a new resource that beats that one by 4 pts, and it's the best ever 904! Now pretend on say Ahazi, has the best ever stat for that resource at 910. Well, both of your 900 and 904 with the buff cap over 910. So, there is no difference, both of yours with buff surpass 910 and cap out there.


That's my theory on it at least.




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Chumplestilskin - CANCELLED DUE TO THE NGE
Chumplestilskin
Sun Sep 25, 2005 8:54 am
#11






SgtSixpack wrote:

Personally I think the caps on final weapon stats make the weapon crafting a little more skillful in that u need to anticipate where u will meet the cap sometimes on assembly too.






Well, meeting the sac cap is easy on assembly..on your subs, max out the efficiency lines and dump the rest into speed or dmg...to me this takes little skill.


And while your point is valid, having the multiple lines gives opportunity for many unique weapons, but what sells on our server is capped SAC and Max Dmg. So, why make anything different? For that matter, why even make a T21 vs. an Advanced Laser Rifle. You get an accuracy bonus with an Advanced Laser Rifle and you hit anyone as a target purchaser that is a combat level 54 (including melee professions).


So me and the other top weaponsmiths all have the #1 resources, now its just a matter of who got the most amazings on their schems (and that's just patience, bespin, 12pts and a buff).


I don't hate SWG, the Devs or the CU - but I WISH for more interesting crafting for sure.





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Chumplestilskin - CANCELLED DUE TO THE NGE
SgtSixpack
Sun Sep 25, 2005 1:41 pm
#12







Chumplestilskin wrote:





SgtSixpack wrote:

Personally I think the caps on final weapon stats make the weapon crafting a little more skillful in that u need to anticipate where u will meet the cap sometimes on assembly too.






Well, meeting the sac cap is easy on assembly..on your subs, max out the efficiency lines and dump the rest into speed or dmg...to me this takes little skill.


And while your point is valid, having the multiple lines gives opportunity for many unique weapons, but what sells on our server is capped SAC and Max Dmg. So, why make anything different? For that matter, why even make a T21 vs. an Advanced Laser Rifle. You get an accuracy bonus with an Advanced Laser Rifle and you hit anyone as a target purchaser that is a combat level 54 (including melee professions).


So me and the other top weaponsmiths all have the #1 resources, now its just a matter of who got the most amazings on their schems (and that's just patience, bespin, 12pts and a buff).


I don't hate SWG, the Devs or the CU - but I WISH for more interesting crafting for sure.







Easy to hit but also, its easy to ruin a enhanced weapon when u go -15 sac past cap on assembly if u dont watch what ur doing. Making those types of weapons always makes me a bit nervous due to howannoyed Ill be if I ruin it.


With a beserker rifle u still cant cap dam, sac and speed at the same time (and if it was possible with anyweapon then this would surely be it). I know speed is not as important but it bumps the DPS and even though thats not too relevant either it does look impressive.


Ofcourse I agree if we are making crafting tools then 10pt artisan can cap it to 100% with a 996 resource or a 998 cd resource just the same. However with multiple experimentations there is still a little difference between good and better.


If u didnt use ur best resources and didnt bother with buffs and stuff u would make a mediocre weapon.

Also I try not to "cap" but get as close as possible to it without wasting my points, and to achieve this u would need experience about the likely range which u could expect to gain from using 1 or 2 points. This is what I mean by takes more skill than pre CU where damage could be max without reserve, and sac didnt matter so speed was next to have all the points.

Message Edited by SgtSixpack on 09-25-2005 10:16 PM



138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
Samaw
Sun Sep 25, 2005 2:44 pm
#13

I was not using a buff, when crafting the power handlers to get a good feel for how much it was going to increase the stats. Then at a latter time using the buff I ended up with the same stats on my base power handlers.



Samaw Master Weaponsmith 12pt
Samaw's Weapons of Choice ( -3250 , 3750 ) Near Dragon's Lair on Naboo
Samaw's Weapons of Choice ( -1145, 1735) In New Thebes on Tatooine
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