Weaponsmith Archive

Thread: TC-Corbantis Crafted Weapon Stats!!! Added Info More*

Lendyl
Tue Nov 08, 2005 12:05 am
#14

Ok.. I get 10pts without suit and 12pts with...

However, I can max out an ALR with only 10pts with one to spare (95% exp)



Lendyl Halofan {EGC}
12Pt. Master Weaponsmith
12Pt. Master Shipwright
-Lendyl's War Machine : Rhuidean- EGC Marketplace 1, 2nd Floor (Tatooine -5386, -5782)
-Lendyl's War Machine : Corellia- Just Outside Coronet (363, -5467)
rivvers
Tue Nov 08, 2005 12:07 am
#15






Lendyl wrote:
Ok.. I get 10pts without suit and 12pts with...

However, I can max out an ALR with only 10pts with one to spare (95% exp)




God it's over,it's truly over. What a sad night. I feel like someone died.


Is teh de-10 still in teh game at least?





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Lendyl
Tue Nov 08, 2005 12:09 am
#16



SWROChandler wrote:


Lendyl wrote:
Ok.. I get 10pts without suit and 12pts with...

However, I can max out an ALR with only 10pts with one to spare (95% exp)


Only 1 exp line? Which is damage?





Yep- Damage is only thing we can experiment on



Lendyl Halofan {EGC}
12Pt. Master Weaponsmith
12Pt. Master Shipwright
-Lendyl's War Machine : Rhuidean- EGC Marketplace 1, 2nd Floor (Tatooine -5386, -5782)
-Lendyl's War Machine : Corellia- Just Outside Coronet (363, -5467)
EdOWar
Tue Nov 08, 2005 12:10 am
#17


I had 10 points w/o my suit on TC Corbantis.


It's pretty much one line experimentation for damage. On lower level weapons it seems pretty easy to hit the cap too. I made a quick D-18. With high 80% I hit 5-10 damage...when I experimented it to 98% the damage was still 5-10. The DL44XT I made was a little better in terms of hitting caps.


And for anyone wondering about rumors of ammo in the NGE, I had no schematics for any type of ammo.


Also, all damage enhancers (including Geo Pastes, Nym vibro motors, etc.) had no stats at all.


None of the weapons I checked even have a slot for scopes or stocks anymore, though we still have scopes and stocks in our schematics.


This is pretty ugly.


Edit: All my weapons had a condition stat, even the newly crafted ones. It was not experimentable. No idea what this means with regards to decay. It's probably just a hold over from the old system.


Slim Vargo, Corbantis


Message Edited by EdOWar on 11-07-2005 11:17 PM

Lendyl
Tue Nov 08, 2005 12:25 am
#18



rivvers wrote:


Lendyl wrote:
Ok.. I get 10pts without suit and 12pts with...

However, I can max out an ALR with only 10pts with one to spare (95% exp)


God it's over,it's truly over. What a sad night. I feel like someone died.
Is teh de-10 still in teh game at least?





DE-10 still there.. Just crafted one.. came out to 50-101 Damage, CL 88..
It was maxed on damage before i even experimented on it



Lendyl Halofan {EGC}
12Pt. Master Weaponsmith
12Pt. Master Shipwright
-Lendyl's War Machine : Rhuidean- EGC Marketplace 1, 2nd Floor (Tatooine -5386, -5782)
-Lendyl's War Machine : Corellia- Just Outside Coronet (363, -5467)
Sysion
Tue Nov 08, 2005 12:44 am
#19


What about pre-NGE weapons... what have their stats converted to? Or are they the same as the first post?



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GultronICE
Tue Nov 08, 2005 12:51 am
#20

Could you test more heavy weapons? All the ones i make are disabled!



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Raptor2k1
Tue Nov 08, 2005 2:50 am
#21








SWROChandler wrote:







Lendyl wrote:
Plasma Flamer* 206-413, Range 0-25m, CL88
*Says this is a disabled Weapon




Hmm thats over there 200 - 400 cap, so if we make weapons over the cap they become disabled? Great, and dont say it cant be done BE's made pets that CH's couldnt use.

Message Edited by SWROChandler on 11-08-2005 01:59 AM





Just to throw some more info out there, it seems allHeavy weapons have the *Disabled Item* tag. I've got the same thing on Heavies that are only 36 max damage (converted Launcher Pistol), 200ish damage (converted rocket launcher), and 300ish damage (converted lightning cannon) - in addition to my looted Proton Rifle (which does break the 400 cap by around 4, I think it is) and the Void (310 max damage_. Based on this, I'm thinking it's moreso a bug in profession tagging for that type of gun instead of stat-based. I don't think anyone's seen any weapon's with the commando tag yet (while there have been those with the BH, Spy, Officer, etc tags), so this leads me to believe that the problem stems for a database binding to the commando profession.


Edit: Oh yeah, and just for even more info supporting this theory, same problem with the Acid Stream Launcher, which also doesn't break the 400 damage cap.


Another part of the reason for the theory I have is that the error is under the Profession Req: section of the item info, not the level.

Message Edited by Raptor2k1 on 11-08-2005 01:54 AM



Kyeran Halkyon

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Aecotag
Tue Nov 08, 2005 4:23 am
#22

The way SOE are changing the crafting professions is very sneaky and rather underhand. It seems to me, if they had their way they would just do away with crafting as a profession altogether (like MCH and BE). Obviously they cant do this at it would mean half of their subscription base cancelling immediately. What they are doing is making the professions so useless that it will eventually be phased out (ready for the console market).


Without enhancers, without any decay, with only one line to experiment on, what is the point ?, where is the fun ? where is the challenge ?


I am quite looking forward to the NGE for my combat toons (hated the turn based combat ofCU), but as far as crafting goes, I just cant see any light at the end of the tunnel.


I've been a weaponsmith over a year, and it will be a very, very sad day when the doors to my shop close for the last time.




___________________________
Aecotag - Pre CU Peace Keeper
Vexod - Master Doc/Master Rifles
I miss the good old days
OTES - 12pt Weaponsmith

Muzz
Tue Nov 08, 2005 4:36 am
#23

NPCs selling ammo anyone?



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Summerflame
Tue Nov 08, 2005 4:40 am
#24

Stickied this as it is very informative, though the information is making me want to cry.


Im off to the University now, but when I get home Ill write a lengthy posts for the devs. THis is just unbelievable.





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Akimaki
Tue Nov 08, 2005 5:06 am
#25



Summerflame wrote:

Stickied this as it is very informative, though the information is making me want to cry.

Im off to the University now, but when I get home Ill write a lengthy posts for the devs. THis is just unbelievable.






unbelivable huh? dont tell me u didnt know this would come after the 1st infos. though hav to admit didnt supposed it would be that bad but thats life..




R.I.P Biu Tze - proud former Weaponsmith
R.I.P Oru Hafed

SWG was my one true love but she cheated on me, twice..
Implementor
Tue Nov 08, 2005 5:18 am
#26

this is even beyond the travesty I imagined. no seriously, do any of you weaponsmith actually want to craft under this system?


If nothing changes (ha! not likely) I'm so gone. Well, i mostly was anyway, but I always hold out some hope for er something.


There are no words that can describe my disgust and disappointment (that are allowed on the forum anyway)


all i can say is that I loathe this in the strongest possible terms. wow, I can scarcely believe it. Soooo going to craft my ass off with enhancers in the final days (you'd blanch at the amount ehheheh) and screen shot them then post em on the trade forum "what could have been"





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