Weaponsmith Archive

Thread: A few questions from a recent Master Weaponsmith...

EdOWar
Thu Apr 07, 2005 8:47 pm
#14

Okay, you don't need to settle for only 90%...90% is nice, but 70-80% works very well also. Personally I wouldn't settle for much below 70% though (unless you're harvesting ore, which is hard to find much above 50%).


Most resources shift every 7 days. The newer JtL resources will stay for about 14 days. Not all resources will spawn on every planet, so you may have to look around on different planets. You can get survey droids that will tell you what is spawning on other planets, though it won't give you stats orspawn percentages. After a resource shifts, you will probably have to move your harvestors to a new spot. It's a constant process that never ends.


If you have the money, or if you are short on lots,you can also simply contract other people to mine for you. Personally I don't prefer this approach, but then I have 10 spare lots to use for harvesting and I'm really cheap.


From here on out, your best friend is www.SWGCraft.com. You can check for daily spawns on a planet-by-planet basis at that website. Note, however, that it isn't perfect. It relys on the user base to keep it updated, so some planets are updated more often than others. You can also check the database for past spawns of resources, so you can see what resources you may be missing (or so you can compare a current spawn to past spawns to see if the new stuff is any good). Their database isn't complete though, so some of the older resources can't be located there anymore. If you have a 30K free resources deed, you can use that to check the stats on old spawns as well.


Plumbum and Dolovite iron is used to make weapons (Plumbum is used in a couple of different weapons, Dolovite is used for advanced sword cores). IIRC, the current spawn of Plumbum isn't very good, so don't waste your time on it. Wait until a better spawn comes along (or look around and see if you can buy any that's better). As for the Dolovite, I don't know the stats on it so I'm not sure if it's worthwhile or not.


Another thing to keep in mind is that most of the named resources have capped stats. For example, Conductivity is capped very low on Plumbum Iron, so you will never find a Plumbum Iron with Conductivity very much above 100. However, Overall Quality is not capped for any resource (as far as I can tell).


When I first started, I went through the WS schematics and I made a list of every resource used and the important stats for that resource. Then I went to SWGCraft.com and looked up the stats on past spawns of those resources so I could get an idea of what constituted a good spawn.


Slim Vargo, Corbantis
RogueFettt
Fri Apr 08, 2005 1:01 am
#15






Capt wrote:
See, told you that you'd make master before the end of the week
And I think it was just sod's law about the gas despawning that night

to see what resources I need, and what stats are good see my little chart

(I know, I know - I keep pimping it, but I think it's useful - others must do to!
And yes, it needs a few corrections - I'm waiting till we have concrete CU info and do it at once.
Also, I'm open to any improvement suggestions (apart from make it printable - it just doesn't print nice from firefox IE should be OK though))

Message Edited by Capt on 04-07-2005 11:15 PM



Thanks so much for providing this!This is a really cool chart. I am always looking at the schematics wondering if a certain type of resource has a certain type of stat. Just one question though. What does it mean when it says something like 670-830? Does that mean that type of resources minimum stat is 670 and the max is 830?

Capt
Fri Apr 08, 2005 1:44 am
#16

correct. Those are the max and min values for that resource.
There a few mistakes in there (I've got an HR and SR stats mixed up on a resource, for instance. And, I guessed at a few caps using data from known spawned resources - so they won't be exact.)

It will be updated soon, especially since we're getting new weapons with the CU and I'll need to try and keep track of them.
OK, I've updated the caps using data from SWG craft forums

All and any improvements will be considered

Message Edited by Capt on 04-08-2005 10:43 AM



--
Wuce - Rogue Hammer Weilder
Maaq - Retired Master Bounty Hunter. Tinkerer in Weapons.
Vendors in Dark Star Valley Mall - Naboo. -2140 1025

Yaurrada
Fri Apr 08, 2005 5:05 am
#17

I tried using your chart Maaq. I was going to try and make a power hammer, I had a bunch of resources that all had SR in the 900s (because that's what it looked like it needed on your chart). I finished making it and it came out with a whopping 200 something damage at 7.7 seconds. What am I doing wrong?


Also, what is the advantages of "experimenting"? I tried experimenting a few times and I don't really understand what it does exactly. Should I experiment before every weapon I make? Do the experimentation boxes ever get full or are they always low no matter what?


I just don't get it yet.



|\| ; ; /\ |< =
(Niiake Sekia)
(Teräs Käsi Elder)
(Starsider)
Capt
Fri Apr 08, 2005 5:23 am
#18


Yaurrada wrote:
I tried using your chart Maaq. I was going to try and make a power hammer, I had a bunch of resources that all had SR in the 900s (because that's what it looked like it needed on your chart). I finished making it and it came out with a whopping 200 something damage at 7.7 seconds. What am I doing wrong?
Also, what is the advantages of "experimenting"? I tried experimenting a few times and I don't really understand what it does exactly. Should I experiment before every weapon I make? Do the experimentation boxes ever get full or are they always low no matter what?
I just don't get it yet.




Those will be the base stats.
From there, you need to experiment for it to become a viable weapon.
You can either put it in 1-point at a time, or do it in chunks of how ever many points you wish.
Experimenting will attempt to improve the weapon in the stat you're experimenting, but there is a risk that it will fail, or just not improve it at all.
What you want to get is Amazing Successes, which improve the percentage/rating by 8% per point.
Aim for Great Successes, which improves by 7%per point.

ie, say the weapon assembles to a 21% damage rating, and there are 8 more boxes to put into
you put 1 point into it. and you get a great success.
This will put it up to 28%.
However, the box you just experimented into will not stay lit, as they are rounded off to 10% values.
The smaller boxes below each line also give a visual indication on how far along you are with that line.

On my Chart, sorry if it's not clear - the values given are the stats that are possible on those specific resources, not what is necessarily good to use.
It's basically to give you an idea whether that resource you've found is actually close to the max possible, or if it is indeed junk.
You want to get as close to the max value as possible.
ie.
You have Kammris Iron with 910 SR
Checking my table, SR range is 903 to 1000. This puts it on the very poor side of Kammris, when looking at SR, and shouldn't really be used for this purpose.
There are times when you have to use all you have that's available, though

Does that help?

Message Edited by Capt on 04-08-2005 01:24 PM



--
Wuce - Rogue Hammer Weilder
Maaq - Retired Master Bounty Hunter. Tinkerer in Weapons.
Vendors in Dark Star Valley Mall - Naboo. -2140 1025

Yaurrada
Fri Apr 08, 2005 5:38 am
#19


So as I experiment more, I will actually get better at making weapons using those experimentation boxes? So once you are a master weaponsmith, if you haven't experimented, you aren't really a master yet.


I will go try it out a bit. Thanks for all the help.

Message Edited by Yaurrada on 04-08-2005 08:38 AM



|\| ; ; /\ |< =
(Niiake Sekia)
(Teräs Käsi Elder)
(Starsider)
Capt
Fri Apr 08, 2005 5:59 am
#20

well, you need to experiment on every weapon (and subcomponent) you make in weapons, to make them better.

You won't get better at making weapons using the boxes, more... the weapons you make will be better.
There's a section on experimentation in the advanced guides of the main swg page. That should help explain it better than I can quickly



--
Wuce - Rogue Hammer Weilder
Maaq - Retired Master Bounty Hunter. Tinkerer in Weapons.
Vendors in Dark Star Valley Mall - Naboo. -2140 1025

Yaurrada
Fri Apr 08, 2005 8:44 am
#21

Alright. I've been trying it out and I've got to a max damage around 464 and speed at 5.4 I believe. How are these compared to most power hammers? (Yes, I'm a Master Swordsman but have never used a hammer before...)



|\| ; ; /\ |< =
(Niiake Sekia)
(Teräs Käsi Elder)
(Starsider)
EdOWar
Fri Apr 08, 2005 10:09 am
#22

Max damage of 464 is a bit on the low side for Corbantis, but not too bad to start out. My hammers hit 472 max damage with 5.3 speed. I use Ipibi Kammris Iron (SR 998) and Jauro copper (it's one of the new JtL resources, I can't remember it's exact name) with 800-ish SR. I also use Couke Ditanium steel for the advanced reinforcement cores (UT 833)--this allows my cores to hit 41/41 damage.


Slim Vargo, Corbantis
Capt
Fri Apr 08, 2005 10:23 am
#23

not too far off mine - 469's.

I'd say you could sell those, although the price would have to be less than someone like Slim's

Resources are the key to getting the damage.



--
Wuce - Rogue Hammer Weilder
Maaq - Retired Master Bounty Hunter. Tinkerer in Weapons.
Vendors in Dark Star Valley Mall - Naboo. -2140 1025

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