Weaponsmith Archive
Thread: what is a Twelve Point?
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GreyKing
Sun Oct 03, 2004 10:20 pm
#1
I have just started playing and would verylike to be aMaster Weaponsmith. What is a "12-point" crafter and is it important?
I want to be the best I can in this profession, it really intrigues me
ANY GUIDANCE at
GreyKing
Sun Oct 03, 2004 10:34 pm
#2
As I was saying....I just need to read the F.A.Q and stuff huh?....sorry bout the multiple postings
Darth-Raistlin
Mon Oct 04, 2004 1:37 am
#3
you have skill tapes that give you a 12 point chance for experimentation.
Darth-Raistlin
Mon Oct 04, 2004 1:38 am
#4
so a skill tape can give you +4 ws experimentation you are a 4 point WS and so on
Jadzia_Dax
Mon Oct 04, 2004 2:05 am
#5
Actually no. A master WS gets 10 exp points. Every +10 tape will give you another point. You need +20 clothing to get your 12th experimentation point.
EdOWar
Mon Oct 04, 2004 8:51 am
#7
12-points refers to the number of experimentation points a crafter has. You get one experimentation point for every 10 full levels in experimentation skill you have (i.e. if your weapon experimentation skill is 70-79, you have 7 experimentation points). You can get skilltapes that add to your experimentation skill level; soa masterweaponsmith (+100 weapon experimentation)with a +10 weapon experimentation skilltape would have +110 weapon experimentation skill, and 11 experimentation points. The most you can get is +25 in experimentation skill, so the best is a 12-point crafter. You can also get the Force Sensitive crafting skills, but they do not add additional experimentation points.
Skilltapes are very expensive, so you are better off collecting the best resources available for your server. Once you have a stable business going, and plenty of credits banked, then you can start trying to buy skilltapes.
Slim Vargo, Corbantis
EdamGoudar
Mon Oct 04, 2004 6:16 pm
#8
further to this - you can wear the following;
"Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces" <-- please correct me if im wrong
this means try to get 8 CAs @ +2 to +3 each (easier said than done, ofc). I've noticed a lot of good WSs have a +7 or better on one item, and many smaller ones.
On my server a +1 sells for 1mil creds, but anything better than +1 sells for quite a bit more than 1mil per point. People often tell me 'it costs about 40m to become a 12pointer'.
Here's my question though...
does the 2 extra Experimentation make a HUGE difference? Or can a budding WS eek out a living selling not-quite-so-uber weapons?
thanks all
Zandergeef
Mon Oct 04, 2004 10:26 pm
#9
EdOWar wrote:
12-points refers to the number of experimentation points a crafter has. You get one experimentation point for every 10 full levels in experimentation skill you have (i.e. if your weapon experimentation skill is 70-79, you have 7 experimentation points). You can get skilltapes that add to your experimentation skill level; soa masterweaponsmith (+100 weapon experimentation)with a +10 weapon experimentation skilltape would have +110 weapon experimentation skill, and 11 experimentation points. The most you can get is +25 in experimentation skill, so the best is a 12-point crafter. You can also get the Force Sensitive crafting skills, but they do not add additional experimentation points.
Skilltapes are very expensive, so you are better off collecting the best resources available for your server. Once you have a stable business going, and plenty of credits banked, then you can start trying to buy skilltapes.
Slim Vargo, Corbantis
This is correct. The 12 points is the number of experimentation points that you have. The more the better you can make your stuff.
Mon Calmarians have +10 weaponsmith experimentation already right so they could theoretically become a 13 point weaponsmith right. Just like a human can become a 14 point artisan.
Also its good to note that a 10 point crafter can max out on 1 line of experimentation. Like a regular master weaponsmith can get full damage/speed out of a weapon but a 12 point weaponsmith can throw a little extra stuff into durability, range, and or ham cost.
Your experimentation is only as good as the resources you use. Good resources will help you more than a few experimentation points.
Message Edited by Zandergeef on 10-04-2004 10:28 PM
EdOWar
Tue Oct 05, 2004 10:26 am
#10
I believe Mon Cals only get +10 to Weapon Assembly, not to Weapon Experimentation (I've never heard of a 13-point smith before). If this were the case, every MWS would be a Mon Cal. 
It is not necessary to be a 12-point WS to be successful. Damage is by far the most important line of weapon experimentation, and a 10-point MWS can max out damage on any weapon. It is far more important to get the best resources possible; this will have a much bigger impact on the quality of your weapons.
The extra 2 points come in handy for doing custom weapons using rare loots (such as krayt tissue or acklay bones, for example). By and large, concentrate on building up a great resource collection first, then worry about getting the skilltapes.
Slim Vargo, Corbantis
Mogro
Tue Oct 05, 2004 2:38 pm
#11
There is no 13 point smith. The highest you can go is 12 points.
At master weaponsmith you get a 100 pointweapons experimentation modifier. Every 10th modifier will give you 1 experimentation point.
So no matter how I dice up the mods from weapons experimentation skill tapes (+1 here, +8 there...) it takes a total of 10 to recieve 1 extra experimentation point.
Having a skill tape, or skill tapes that total +9 will do absolutely nothing for you, until you get that last point to make 10.
Clear as mud...
jason67
Wed Oct 06, 2004 12:47 am
#12
EdOWar wrote:
I believe Mon Cals only get +10 to Weapon Assembly, not to Weapon Experimentation (I've never heard of a 13-point smith before). If this were the case, every MWS would be a Mon Cal.
It is not necessary to be a 12-point WS to be successful. Damage is by far the most important line of weapon experimentation, and a 10-point MWS can max out damage on any weapon. It is far more important to get the best resources possible; this will have a much bigger impact on the quality of your weapons.
The extra 2 points come in handy for doing custom weapons using rare loots (such as krayt tissue or acklay bones, for example). By and large, concentrate on building up a great resource collection first, then worry about getting the skilltapes.
Slim Vargo, Corbantis
I agree to Ed's advice, Resources will make the biggest difference for you. The extra points will help a little bit but will not make a huge difference in your weapons. Typically my extra points are used in condition or hams costs which is a benefit but most of your buyers are looking for the damage/speed stats which are all in a single line that can be maxed given enough attempts.
SmithingWeapons
Sat Oct 09, 2004 10:11 pm
#13
GreyKing wrote:I have just started playing and would very like to be a Master Weaponsmith. What is a "12-point" crafter and is it important?I want to be the best I can in this profession, it really intrigues meANY GUIDANCE at all
at 12 point crafter in any profession means they have gotten a total of plus 20 weapon experimentation tapes to give them a total of 12 experimentation points instead of the normal 10 points at master. Yes it is helpful you can put the extra points in to lowering the ham cost, giving the weapon better range modifiers or adding total condition to the weapon.
Jenner
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