Weaponsmith Archive
Thread: Weapon caps: What should they be?
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Abbell
Wed Apr 20, 2005 1:00 am
#1
are crafted weapons out of balance or looted items? well?
Think about it... this all became a problem when 400 dmg Acklay bones popped up. When 3k damage T21s surfaced. The devs screwed up in the first place and are now using a chainsaw to remove a thorn.
SigmaXIII
Wed Apr 20, 2005 1:03 am
#2
Abbell wrote:
are crafted weapons out of balance or looted items? well?
Think about it... this all became a problem when 400 dmg Acklay bones popped up. When 3k damage T21s surfaced. The devs screwed up in the first place and are now using a chainsaw to remove a thorn.
completely agree.
and i feel guilty as i have many weapons made from said bones
Hurlobacca
Wed Apr 20, 2005 1:19 am
#3
Bermag wrote:
Some things to discuss:
1) Should lower certified weapons be capped much lower than master weapons? For example how good should a D18 be? Should I be able to use a +200 tissue and make that weapon 200 higher max dam or should it cap much lower?
Like most of us, I'm still trying to catch up on the latest developments, but it seems that with many, if not most weapons, they are either capping during crafting if loot components are used or getting single digit damage slices if they are standard weapons. If that's the case, loot components in most cases will enable you to max dmg and/or speed without using as many points as you might otherwise need but it's unclear to me if there's anything else really worth spending those points on yet. People are also reporting that some loot items will put you over the cap without getting the full benefit of the stats of the loot item, meaning unless it changes certain loot items will be too powerful to use without losing some of it's effect.
2) Should we be able to reach the cap when crafting or only when weapon get sliced?
Under the system in testing, a lesser weapon can equal or exceed a better weapon simply because it can get a higher percentage slice. That's absurd and pretty much renders weapons enhancements irrelevant. I'm not certain of this, but I believe that if you've hit the weapon cap for damage then you can't get the weapon damage sliced. Perhaps the intention is to enable unsliced weapons to reach the same levels of damage or speed and sliced weapons, thereby eliminating the need to get weapons sliced. Regardless, there's no way that you should hit the cap on a weapon before getting the full use of whatever loot components you used on the weapon.
3) Should base damage be lowered on weapons? Damage was increased on weapons simply because many players will look at that and say "cool, weapons got stronger" without considering that they'll be dishing out a lot less damage after the revamp. It really doesn't matter whether you lower the base (of course mobs stats would have to change proportionately), increase the cap, or adjust the loot. The end result has to be that you can use loot on weapons without losing their usefulness due to ridiculously low cap on the weapon itself.
4) Should the cap be percent or absolute number? The cap should be the unenhanced weapon damage plus the max value of the available enhancement for that weapon plus the max slice for that weapon. If they need to adjust the loot dmg ranges or base damage of weapons then so be it but don't implement a system where loot gets wasted or inferior weapons are on par with better weapons just because on can get a better slice than another, especially since the smuggler revamp will enable smugglers to choose what type of slices they put on a weapon.
5) Finally and most important, what is a reasonable cap?
Mor-Dan
Wed Apr 20, 2005 1:25 am
#4
the caps should only exist in a "perfect world" scenario. meaning the caps should have been set using each item with the best possible resources, the best possible enhancements, and the best possible experimentation rolls. that way a perfect weapon can be crafted in a perfect scenario, yet leaves variety underneath it. this "capping" business is one reason why we are here to begin with and the devs HAD stated previously that if they do their jobs right there shouldn't be any caps at all. go figure...
all caps are bad. do your job and program the game, don't cap it to cover your mistakes.
all caps are bad. do your job and program the game, don't cap it to cover your mistakes.
FronioWalker
Wed Apr 20, 2005 1:34 am
#5
I rather announce the Combat Upgrade as a Crafter Nerf. I have hope all things would end up fine but the more i read, the more fear i get.
Rhadida
Wed Apr 20, 2005 1:48 am
#6
Willbaby wrote:
caps need to be removed , exactly as u say , i think in all my time as a WS ive made about 2-3 weapons that i would consider overpowerd (sure ive made loads of great ones, but the combination of exceptional loot and a great slice was very rare i feel), compare that to looted ones which are a dime a dozen these days , rather than enforcing this cap , surely they can keep it sensible by enforcing loot drops and enhancement stats rather than capping a weapon , if i use a enhancement that adds 100max i want it to add 100 max . why cap a weapon if the maximum enhancents we can use will only add a couple hundred damage ,surely this isnt enuff to out balance them .
also are we never gonna need to collect res again after we have ones that will cap a weapons stats?
to briefly sum myself up , i feel the cap should be totaly removed, weapon stats should reflect the res used ,
they are turning enhancements like geo loot into nothing more than a named component .
/agree
I have a lot of enhanched weapons made, and what is the use of special components if the weapons in gonna be the same.
It is almost like with the exeptional armor segments that dropped they have 45% base protection, you should in theory craft 100%+ armor with it (100% as max ofcourse), but instead it caps at 90%. The problem here is that they have a broken loot drop system that needs to be fixed so these caps aren't needed. IF you loot some +400 damage Krayt tissues you should have +400 max damage on the weapon you use them on plain and simple.....
*covers for the coming CU Nerf Bat*
Ryche_Mykola
Wed Apr 20, 2005 9:46 am
#7
I'm an Armorsmith, but I agree with 100% of what you guys say.
The "Unbalancing" weapons were the uber DOT's and the uber damage looted weapons (ie....1700 max dam LVA's).
You all weren't able to make anything near that.
Bermag
Wed Apr 20, 2005 12:38 pm
#8
Weapon now have caps on crafted stats. It is not the caps we have today which depends on resources (can never get above 99% experimentation), it is total caps on weapons. For exampel if you use a +150 tissue you might not get that since the weapon will have a cap below of that.
Most of all I want them gone. Crafted weapons have never been unbalancing (if not exploited or buggy components), it is the looted weapons that are. It would be better to fix the ranges on loot than trying to cap weapon stats IMO.
But assume that caps will stay to prevent exploits, what would reasonable caps on weapons be?
Some things to discuss:
1) Should lower certified weapons be capped much lower than master weapons? For example how good should a D18 be? Should I be able to use a +200 tissue and make that weapon 200 higher max dam or should it cap much lower?
I was first negative about caps beeing lower for lower cert weapons (if someone want to put a 200 tissue in a D18 then let them), but CU is a bit different than live today because there are other stats that matter like AP. It would be stupid to use good tissues on lower level weapons which have no AP when you instead can use it on a wepaon with AP.
2) Should we be able to reach the cap when crafting or only when weapon get sliced?
IMO, it should never be that a normal sliced weapons shoudl be able to become better than a weapon made with good loot + sliced. That make it useless to spend money on enhanced weapons.
3) Should base damage be lowered on weapons? That is another way to look at the caps. If base damage is lowered then caps are harder to reach
I really don't understand why devs has chosen to increase base damage on weapons that much. It cause a lto of other problems. Woudl have been better to adjust special damage and keep damage levels like they were before. Now everything need to be rebalanced, loot and components does not add as much as they did before.
4) Should the cap be percent or absolute number?. When calculating the cap should devs use base damage x X % or Base damage + X. The latter take into account how most loot increase stats. The cap could be set to the best possible (acceptable) loot for example +300 and add some for slicing.
5) Finally and most important, what is a reasonable cap?
Willbaby
Wed Apr 20, 2005 12:53 pm
#9
caps need to be removed , exactly as u say , i think in all my time as a WS ive made about 2-3 weapons that i would consider overpowerd (sure ive made loads of great ones, but the combination of exceptional loot and a great slice was very rare i feel), compare that to looted ones which are a dime a dozen these days , rather than enforcing this cap , surely they can keep it sensible by enforcing loot drops and enhancement stats rather than capping a weapon , if i use a enhancement that adds 100max i want it to add 100 max . why cap a weapon if the maximum enhancents we can use will only add a couple hundred damage ,surely this isnt enuff to out balance them .
also are we never gonna need to collect res again after we have ones that will cap a weapons stats?
to briefly sum myself up , i feel the cap should be totaly removed, weapon stats should reflect the res used ,
they are turning enhancements like geo loot into nothing more than a named component .
also are we never gonna need to collect res again after we have ones that will cap a weapons stats?
to briefly sum myself up , i feel the cap should be totaly removed, weapon stats should reflect the res used ,
they are turning enhancements like geo loot into nothing more than a named component .
SigmaXIII
Wed Apr 20, 2005 12:59 pm
#10
personally i think the cap it reapect to slice, loot components etc should be double the max crafted non enhanced stats.
but i have no idea how that will effect the balance in the current form its in.
the drive for high end weapons and their use in pvp and looting is something that makes the economy tick and means crafters can make some good profit. Many crafters are alts lets face it and are used to finance other alts...many of these will disappear if the profession become less profitable leaving only purist smiths (gotta love em) who will do it for fun....and how long will that last?
tampering with caps in my opinion is a dangerously underestimated factor
EEMAN
Wed Apr 20, 2005 1:14 pm
#12
Accamim wrote:Take the caps off the weapons in the master level boxes!
given their goal of 'balancing' I am pretty sure thats the one box you wont ever get a cap lifted on. You have a better chance of having a scout blaster w/ stats of a dl-44xt than having a dl-44xt with 1200 max damage.
Ipseck
Wed Apr 20, 2005 1:22 pm
#13
hmm why don't they just make the lowest possible, lower. Shift everything down so that we can't hit the caps just crafting.
The reason they increased the damage on weapons is because of the lack of damage multipliers now. They had to do something to compensate for this.. making the damage on weapons higher and keeping the multipliers lower keeps things more predictible and within reasonable ranges.
The reason they increased the damage on weapons is because of the lack of damage multipliers now. They had to do something to compensate for this.. making the damage on weapons higher and keeping the multipliers lower keeps things more predictible and within reasonable ranges.
Message Edited by Ipseck on 04-20-2005 03:24 PM
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