Weaponsmith Archive
Thread: Odd side effect: weapon assembly possibly the key?
Ok, so I have a friend who's a master weaponsmith ... and he has all the best resources. And to prove it he can make a gun with the same damage/delay ranges of the very best weaponsmiths on the server. But his ham cost is ALWAYS higher.
Now, you would think subcomponents, but he experiments his scopes to 0/0/0 just like any other good smith. And that's the only one that adds ham right? At least in a FWG or scatter? (those were the ones I was noticing the higher ham on). And I talked to a smith that was getting the exact same min-max dmg and delay ... and apperantly the ham uses the same stats?
The guy who gto the same stats but less ham did not have +experimentation tapes. So the only conclusion I could come to was that the +10 to weapon assembly he got as a mon calimari was it. Because my friend is human.
So I am wondering if the +10 to weapon assembly either boosts the BASE stats (before experimentation) or simply adds to the chance of a great/amazing initial combine (also boosting the base stats, but indirectly).
Because with both smiths the ham was not even experimented on. Just with the mon cal WS the ham naturally ended up being less on the resulting gun without any experimentation.
Thoughts, flames? or maybe someone will just 1-star the post and not even reply ? =P
It's most likely the fault of the scope.
It's second-most-likely that the smith is using different components (conventional instead of advanced for some part).
It's third-most-likely that somewhere, the smith has resources that are not as good.
Even 0/0/0 scopes can still add 1 to the HAMs, I believe its rounded to the nearest integer or some such... I know for a fact 0/0/0 can add 1 to HAMs in any case. If this mon cal is not adding scopes that could be the difference.
If both smiths are adding scopes... I dunno.
Ok I want to respond to straighten this out because I think it is an important issue to those WS that really want quality
A: the ham difference was 3-5 not 1.
B: They both added scopes anyway.
C: They both used all advanced components fully experimented
D: How could they get the same minDmg-maxDmg/ delay if their components and resources were not equivilent? That uses the same stats as the Ham. I am pretty sure the resources were almost if not the same exact stats from the dmg/delay results.
Check the Wound %. I've seen several weapons with equivalent damage/speed, but widely different Wound %, and the rest of the stats on the weapon are also different.
You may have equivalent dam/delay, but your Wound % may be different, thus pointing the finger at differing resources.
> Now, you would think subcomponents, but he experiments his scopes to 0/0/0 just like any other good smith. And that's the only one that adds ham right?
Have your friend try making them without scopes or stocks.
With good rolls I can max damage/speed and still have an experimentation point or 2 left over for hams.
> Another weaponsmith has been able to get most of his weapons, consistently 10 more min 10 more max damage yet his HAM's are also 10-12 higher for some reason.
I got a lucky roll on my Blaster Pistol Barrels and mine are 10-10 better, but my hams are normal.
Yeah, wound chance is lumped in with experimentation damage.
For true science, you would need to know the stats of each subcomponent used by both guys.
If they were exactly the same, then you would need to know the exact resources used by each guy to make the weapons.
Then you would need to know the method they used to experiment (exactly how many points at what place where) and what their successes were.
Am I the human WS you're talking about Neclon? Or am I just being paranoid ![]()
In any case, I have an idea for getting at the answer. I'm working on getting weapon assembly skill tapes. Don't have +10 yet, but when I do, that should but me even with a Mon WS and we can see if the difference remain even if I'm wearing +10 assembly skill points.
This is based on my experience for the last 3 months. I may be slightly off, but I think I am close.
If both weapons have the same min/max damage, with all great successes, but different wound perccentages, you are maxing the min/max damage on that weapon which is determined by the stats of the components used as well as thefinal combine resources.
Thewound % however, seems to be based more on the stats of the final combine resources than the stats of the components used.