Weaponsmith Archive
Thread: As Quick As Possible Can Someone Validate Which of these are still Bugss (w/Details)?
Eveyrone,
Real quick give me a run down on the following items, and which ones have been fixed partially, 100%, or not touched at all..
Thanks
- The Chemical Dispersion Unit and Advanced Chem Disp Unit still CANNOT be experimented on for Damage, still stays at 0% when you try to raise it, even on great/amazing success. (Dev's stated this was fixed this patch, to date it has not been fixed)
- The Advanced Projectile Feed Mechanism and the Projectile Feed Mechanism experimentation problems (since beta)... These items initially shows up with the max available experimentation possibilties for the resources used (in this example lets say 75%). Upon your FIRST experiment run (no matter how many points you run at a time), the MAX experiment effectiveness drops down to where you can never hit that 75% target, even if you got all amazing/great successes... Also the Minimum damage is always set at 0...this may have some involvement with why the experimentation is messed up. This is unique to these 2 components, and gates all weapons utilizing it. This has been broken since beta. (See the request for a Balance pass on these items down below).
- The Advanced Projectile Pistol Barrel always starts at a MAX experimental effectiveness of 8% no matter how good the resources are. So you are gated to only getting like 10/10 dmg out of your experiments which gates all weapons using this component. Been broken since beta as well.
- The Projectile Pistol Barrel always starts at a MAX experimental effectiveness of 10% no matter how good the resources are. So you are gated to only getting like 10/10 dmg out of your experiments which gates all weapons using this component. Been broken since beta as well.
- Optional Components adding no 'value' to a weapon (or other Weaponsmith/Artisan functions). This has been validated on a few items such as the Control Units on Spraysticks... Microsensor suite/Control Units on repair kits,etc. Unless there is a stat that isnt displayed in our examination, then this needs to be looked at.
- Plumbum Iron, Polonium Iron, Rhodium Steeland lack ofqualities critical to schematics. These specific resources arerequired in a few of our key item schematics, yet the max quality most people have ever seen is around 1000-1100 / 2000 (combined conductivity and overall quality). This brings down the max stats on our weapons considerably for those prototypes. Was this by design in the balancing of those weapons? or an oversight?
- Stocks have the same crafting problem as the Projectile Feed Mechanisms. After you add your resources and start the experiment phase, you have a max possibly experiment points (lets say 50%). After the first experiment run, the max effectiveness goes down and you can never reach that 50%, even if amazing successes. Also these components add WAY to much to your HAM costs for very little dmg/spd bonuses... Needs to be evaluated, as most weaponsmiths do not utilize Stocks/Scopes as much as they should.
Projectile pistol barrel is the only one to be fixed out of all of those. A very good list, I hope they finally fix these things. Might want to add that the Rancor teeth are still bugged, they slow the weapon down instead of speed it up. Again something they said they fixed but didn't.
Keep up the good work,
Viz
I agree, all still bugged except projectile pistol barrel.
As a side note "moderate success" experimentation has greatly increased. I can hardly build a weapon without getting one anymore and they damage the gun significantly. This needs to be changed to "moderate failure" or fixed to produce a success result.
~Sickle~Tarquinas
i mined rhodium steel recently on lowca; stats are:
Duraiwebeium
Rhodium Steel
CR: 17
CO: 74
DR: 515
HR: 640
MA: 52
OQ: 666
SR: 546
UT: 477
this should answer your question lol. I was told this is the best they have seen for rhodium or one of the best. To bad i gotta grind on it
projectile pistol barrels i think are fixed. I haven't had many problems crafting those.
I HAVE noticed MORE critical failures, less great successes as well and i have had maybe 2 amazing succeses since the patch.
hopes this helps
Resource illustrations.
Here is an example of 3 carbines ... the first 2 suffer from the "iron deficiency" problem ... the last one is a sample of a *average* weapon.
The top row contains the name of the gun, the guns overall score (out of 1,000) and the column headings.
Of coursse QTY means the quantity of the metal needed, CD and OQ are conductivity and overall quality respectively.
The last 2 columns (2nd CD/OQ), first row, is the weighted average of the Total Quantities * Attribute / Total Quantites. (it's a bit more complicated then that, but you get the drift).
The last 2 columns, 2nd row, are the experimination values places on the attributes.
The last 2 columns, 3rd row, are the experimination values multipled by the weighted averages.
All that really matters is the top score behind the gun name ... which you can see is far lower then the average carbine.
EE3 Carbine 479 Qty CD OQCD OQ
Iron Kammris Carbiwan 50 475 29 568 390
Metal Steel Carbegeedi 25 597 888 50% 50%
Metal Any Eatsob ** 10 961 950284 195
Elite Carbine 547 Qty CD OQ CD OQ
Steel Ditanium Reebihe 65 428 691 406 687
Iron Polonium Diwiarir 25 83 55150% 50%
Metal Any Eatsob ** 12 961 950 203 344
Laser Carbine 769 Qty CD OQ CD OQ
Aluminum Link Steel Quadibeow 50 726 499 833 705
Metal Non-FerrousEatsob ** 30 961 950 50% 50%
Metal Eatsob ** 12 961 950 417 352
Hope this helps
pragmatous wrote:
OH ALSO! i've noticed when "macro grinding" or just crafting the FPS drops down to 2 and then back to 29 and the ping goes up from crafting. I think crafting causes some serious lag. Takes forever for resources to load as well. is anyone else experiencing this?
This is offtopic, but the framerate does slow down when loading the crafting interface.
Also, I find on my computer, that the framerate slows down the more rotating items in inventory I have on my screen at once. So crafting is faster if I close my inventory first.
If you want to be really hard-core about it, try to have only the bare resrouces in your inventory needed for grinding, leave other types of steel and whatnot in your house or in your backpack.
Yes both basic and adv proj. pistol barrels are fixed and all others are not.
For resources the problem is mostly about Plumbum Iron, Polonium Iron and Rhodium Steel, according to swgcraft.com no server ever had a Rhodium steel with CD above 110ish and it's used in adv blaster rifle barrels which are 66% CD based, not to mention that taking 40 units of Rhodium it's also the most important resource in the schematic.
Now someone posted example of 3 carbines to illustrate the problem, good thing, but one of them is the EE3 which require Kammris iron, highlighted with poor OQ, that was badluck as Kammris doesnt have OQ capped like other ferrous metal have capped CD, Wanderhome just had a Kammris iron with an average on CD/OQ higher than your linksteel alum, sthing like 500 CD and 950ish OQ so I think Kammris iron is fine, u can get a crappy Kammris like u can get a crappy linksteel alum, now if u didnt mean that Kammris have a problem with OQ cap I'm sorry
but plz do sthing for Rhodium Steel and Plumbum Iron
Thanks
ppb and prb's are both fixed
one that i think needs to be added to this list is the advanced blaster rifle barrel, tried several combinations and always gates at 11/11 for me, the advanced blaster pistol barrels are going up to 15/15 though.
The resource quality issues appear to be specific to certain galaxies. On Wanderhome, I'm currently using a Kammris Iron with a combined rating of just over 1500. Very nice, because so many schematics call for high OQ/Cond ferrous metal. Plumbum and Rhodium steel are still terrible though so it may have just been a fluke.
Maya
Agree with all the other posts to date. On Chilastra we do have some ~970 OQ, ~90 CND Plumbum, which is our best to date.
Getting closer on that one.
Rhameeth Khazier, Master Weaponsmith, Chilastra