Weaponsmith Archive
Thread: The science of weapon components crafting
The science of weapon components crafting
Well after doing a bunch of research I finally figured out the numbers behind making components. No these are not the hard caps but the caps without using enhancements. Enhancements will add XX/XX to min/max damage or take off XX * .1 to speed.
Caps on Basic Components
Blaster Pistol barrel, Projectile Pistol barrel, Blaster Rifle barrel, Projectile Rifle barrel, feed mechanism, reinforce core, sword core
Damage
Max and min damage were hit at 86% and wouldn’t go higher. I went all the way up to 99% with no change in stats.
Max Damage Cap: 24
Min Damage Cap: 12
Increase max damage per 1%: 0.07
Increase max damage per 7%: 0.49 (this is a great success)
Speed
Speed Cap: -1.0
Increase per 1%: 0.01
Increase per 7%: 0.07( this is a great success)
SAC
Sac is a little funny to figure out. I was hitting the -4 at 90% and went all the way to 99% with no change.
Action cost: -4 (99%)
Caps on Advanced Components
Blaster Pistol barrel, Projectile Pistol barrel, Blaster Rifle barrel, Projectile Rifle barrel, feed mechanism, reinforce core, sword core
Damage
I hit 100% on several components to verify the stats.
Max Damage Cap: 50
Min Damage Cap: 25
Increase max damage per 1%: 0.14 (not sure what decimal place SWG rounds to so I cut it off at 2 places)
Increase min damage per 1%: 0.14
Increase max damage per 7%: 0.98 (this is a great success)
Speed
Speed max: -2.0
Increase per 1%: 0.02
Increase per 7%: 0.14
SAC
Action cost: -9(99% even with near perfect material could not get to 100 no matter what for some reason. I tried 50 or so times.)
You might look at these stats and say why Epidimick you can’t do math. 50/100 =.5. Well SWG has min damage set in place for adv components. I am not sure what these are and have not spent the time to figure it out. Couldn’t manage to get a critical failure on damage lol I tried. What I can tell you that 0/0 is not the min stats. At 29% initial for damage the components turned out 15/41. The game has some weird rounding or the min/max damage increase % is a little different. Either way the numbers are so pretty accurate for every day crafting. Well I hope this was useful to someone and good luck crafting.
Message Edited by epidimick on 06-23-2005 01:31 PM
Very nice info you got here. You should probably remove the word "Advanced" underneath Caps for Basic Components it will confuse people.
I agree the mininum for components is not 0/0 i would be willing to bet for ABPHs it might be close to 10/35 or there abouts.
However, the rate of damage wrt (with respect to) experimentation percentage:
This is the last attribute of components I have left to consider in research, but I have experienced enough evidence to confidently say the max damage is increase at all increments of 10% by one point damage. assemblying at 29% gives 41 max dmg, 3 points will score me 3 more to max dmg no matter what. That's what I've been doing on all loot enhance adph's! 3pts to dmg, if dmg got an amazing, then dump 4 more points for another gauranteed 3 points to dmg, if another amazing to dmg was acheived, then dump 2 more points and cap out. when you dont have an amazing to damage i move on to sac til i dont have an amazing, using the exact same process, dumping whatever didn't work elsewhere to speed. this keeps all my points completely maximized for effeciency as i've considered the possible percentage increase over experimentation wrt pts used, as well as gives me a little variety on the final product.
but i also think i read to far into the whole crafting process to begin with.
Message Edited by Blackmoore on 06-23-2005 02:18 PM
injektion wrote:
your rate of damage with respect to experimentation percentage on the advanced components I would argue with. However, I can give confirmation on everything else via my own research, I think (my research is kept in /notepad, so i can't access it at the moment).
However, the rate of damage wrt (with respect to) experimentation percentage:
This is the last attribute of components I have left to consider in research, but I have experienced enough evidence to confidently say the max damage is increase at all increments of 10% by one point damage. assemblying at 29% gives 41 max dmg, 3 points will score me 3 more to max dmg no matter what. That's what I've been doing on all loot enhance adph's! 3pts to dmg, if dmg got an amazing, then dump 4 more points for another gauranteed 3 points to dmg, if another amazing to dmg was acheived, then dump 2 more points and cap out. when you dont have an amazing to damage i move on to sac til i dont have an amazing, using the exact same process, dumping whatever didn't work elsewhere to speed. this keeps all my points completely maximized for effeciency as i've considered the possible percentage increase over experimentation wrt pts used, as well as gives me a little variety on the final product.
but i also think i read to far into the whole crafting process to begin with.
Ok read your post a couple of times to figure out what you are saying. After reading it we are saying the same thing on damage just different ways. You are saying that one point will add 1 point of damage. Well i am saying basically the same thing. 7% eperimentation(1point great success) will add .98 to damage. This will round up to 1 point most of the time. Some times depending on the hidden 0.XX value of damage we can not see you will see an increase of 0 or 2. This happens because of the way the game rounds. Yes amazing add 1.12 to damage every time. This is because you get a 8% increase instead of 7% for 1 experimentation point. Enough amazings and you can effectively get free points. If you experimented 7 points in any line and got a amazing you get a total of 8 points. Hope i cleared it up a little for you.
Thanks. What about the other stats?
epidimick wrote:
At 29% initial for damage the components turned out 15/41
is anyone able to use this info to calculate possible final combine stats for weapons or components - like is done in the armorsmiths littlehelper v1.31? it just uses a figure for teh 'weighted avarage' of materials and manipulates it to create a formula similar to the one used ingame for making our components - ie speed on advanced blaster barrels is close to:
speed = 2.1- 0.39 ln (WE)
where WE is the weighted avarage (somewhere between 0-1000)
this is a little off i'm sure (i'm at work so this by memory - and i only got it from perhaps 4 tests!)