Weaponsmith Archive
Thread: Why should we try or care about SWG?
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.
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.
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).
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).
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.
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.
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.
Message Edited by SgtSixpack on 09-25-2005 10:16 PM