Weaponsmith Archive
Thread: +14 Exp Points?
When will the devs realise that incentives for crafters does not lie in forcing us to pursue extra experimentation points - but to give us a bucketload more schematics, permanent schematics, to play with? Dare I say a more indepth experimentation system, though last time that was a complete disaster?
If this shifts it from being a 12pt vs 14pt lay of the land ......
MAKE IT STOP!
Brilyn wrote:
< lie in forcing us to pursue extra experimentation points >
Someone explain it, as apparently I'm an idiot.
In what way am I *forced* to pursue the extra experimentation points?
Thus far, I've not been asked how many points I have.
If someone told me "Sorry, I'm not shopping at your vendor, you don't have 12 Experimentation points" I'll make a note of their name in the "complete fscking idiot" part of my brain, plus also my ignore list.
No-one is forcing you to do a damn thing. Get over it.
LLJK_Griz wrote:
Brilyn wrote:
< lie in forcing us to pursue extra experimentation points >
Someone explain it, as apparently I'm an idiot.
In what way am I *forced* to pursue the extra experimentation points?
Thus far, I've not been asked how many points I have.
If someone told me "Sorry, I'm not shopping at your vendor, you don't have 12 Experimentation points" I'll make a note of their name in the "complete fscking idiot" part of my brain, plus also my ignore list.
No-one is forcing you to do a damn thing. Get over it.
Extra points in weaponsmith are essentially a marketing gimmick, there is no real difference in quality between 10/12 or 12/14 point weapons, just slightly higher durability or slightly better range/HAM.
Armorsmiths benefit much more from extra points because they have more than one useful experimentation line. 12pt vs 10pt is like master vs non-master, and 14pt will be more of the same. No one will be able to compete.
Not sure on the nuances of meds of chef food crafting - but it would appear to me that they similarly have multiple lines of actual worthiness to bump up. e.g. power, duration, use and effect, filling and duration or some such.
Brilyn wrote:
< lie in forcing us to pursue extra experimentation points >
Someone explain it, as apparently I'm an idiot.
In what way am I *forced* to pursue the extra experimentation points?
Thus far, I've not been asked how many points I have.
If someone told me "Sorry, I'm not shopping at your vendor, you don't have 12 Experimentation points" I'll make a note of their name in the "complete fscking idiot" part of my brain, plus also my ignore list.
No-one is forcing you to do a damn thing. Get over it.
Hah, just norticed you were being aggressive toward my post. Well I don't know what your problem is, but some of us think beyond our own scopes, as the followup posts show.
How about you get over yourself, mmmkay? Try refrain from being derogatory for no reason eh?
can someone define this +25 cap???
all im aware of is that most tapes are + 1,2 or 3
are we saying i would need 25 +1 tapes on weapon experimentation to gain 2 exp points??
if so...F$%# THAT
Yes, 25 +1 tapes would equal 2 additional experiment points. You get 1 experiment point every +10 to your experimentation mod. anything above +20 would be a waste anyways since its every 10 points.
Baretta wrote:
can someone define this +25 cap???
all im aware of is that most tapes are + 1,2 or 3
are we saying i would need 25 +1 tapes on weapon experimentation to gain 2 exp points??
if so...F$%# THAT
suddenly i feel numb....20 +1 weap exp tapes? ye gods ive never seen any and the droid ones ive seen area mill each.....wow
20 mill to lower ham?? screw the public.....i think ill just be happy being a 10 pointer..... maybe oneday i'll be rare hehe
by the way ...any idea as to what skill tapes drop from and suggested hunting grounds?
10 or 12 points does not make a big difference for normal crafting. But it is very important when crafting krayt guns or other weapons usoing rare/expensive loot. If you get a moderate success you have a better chance to still maximimize damage when you have 12 points than 10.
Question is however if it is extra points it gives or just raise chance to get higher succes rate just like Bospin and research center.
neinnunb wrote:
It remains to be clarified, but I dont think these points will stack. We all know there is a hard cap of +25 so there is no reason why this force sensitivity will go over it. Idont think the devs are this dum. They already said people are making stuff too powerful as it is.
neinnunb wrote:
It remains to be clarified, but I dont think these points will stack. We all know there is a hard cap of +25 so there is no reason why this force sensitivity will go over it. Idont think the devs are this dum. They already said people are making stuff too powerful as it is.
You're wrong.
Sorry, but you are.
There is a hard cap of +25, that you can get from SEA's. So that anything above that is lost (and in our case the extra +5 is meaningless). There is not a +25 cap on Skill Based Modifiers, otherwise none of us would have more than 2 experimentation points. As written, the math will work like this:
+100 Wep Exp +100 (at MWS)
+20 Farce Crafting Exp
+25 Weapons Experimentation (skill tapes)
------
+145 = 14 exp points.
You don't think the devs are this dumb? These are the same devs that uploaded a patch that caused ALL loot to drop with no s/n, in order to 'fix' the no s/n issue. These are the same devs that left that patch out there for more than enough time for there to be hundred of exploitable schematics out there now.
I think the devs are indeed that dumb.
I'm not sure why any of you think this won't stack. If these don't stack? Then force-sensitivity is useless. What would the point be of having +20 Force Sensitivity Dodge bonus if it wouldn't stack with the +80 you already have, or what have you.
If it does indeed stay below the cap, I welcome this change very very much. Now I dont have to pay out of my ass for an experiment tape. This will even out and spreadthe sharp curve we have nowwith the large rich monopolies that take over the market with +20 skill tapes to crafting... especially armor.
Just a point? There is no such thing as amonopoly in this game. No. Such. Thing. Anyone can get the skill tapes you need, and it doesn't take that long to work up the cash for them if you buy when the opportunities are right. While they're costly? We do tend to make money, as a profession.
I agree I do not want to see +14 smith out there. (Might be because I most likely will not be one of them.) I like the idea of it not stacking, gives people an option to decide how they want to get the extra exp points. I am against the idea that we need expensive loot componets to be competative. I know there is not much difference between having 10 or 12 exp points but, once it is able to stack to 14, then you have crafters getting 4 points of experimentation from loot and a non-crafting line. I dont think it should be needed for us to compete.
I will wait and see what happens, but I hope it does not stack. I am also curious if it will require additional skill points from our current pool, or will we have a seperate jedi pool to draw from. If we use current skill points, then it makes it a little harder. Would have to decide what to drop, not like pistols 4 in the marksman linedoes much (except kill thos darn evil stlers that pop up)but would change how some people build their crafters.
Just have to wait and see, would be nice to see a Dev answer the question. Save alot of rumors and speculation.
Eola wrote:
I'm not sure why any of you think this won't stack. If these don't stack? Then force-sensitivity is useless. What would the point be of having +20 Force Sensitivity Dodge bonus if it wouldn't stack with the +80 you already have, or what have you.
Actually No, this would make skill attachments useless. The reason being that everyone can get the force crafting mods by doing the jedi trials. There aren't enough skill attachments for everyone to get one.