Weaponsmith Archive

Thread: How are YOU spending YOUR experimentation points?

DarkRaIN4
Thu May 27, 2004 6:43 pm
#14

i think most people (including me) are happy if u give them good service , meaning if u sayu will make that weapon by then .... by then means it should be ready then . and if it isn't let the person know thats its not done on time.

If u make the person contact u about the weapon its to late because then the person is unhappy about the time , u have to catch him before he asks u ( yes i know some people are just **edit** and want it all in 10 min. or sooner ) but my point is if peopleu work for have an update on ur work it is 10 times better then when he hase to ask u for an update








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Baretta
Fri May 28, 2004 1:00 am
#15

hmmmm your spending your points on damage/speed then the left over points on whatever???? WHAT LEFT OVER POINTS.


either you guys have more than 10 exp points or you are not being vigilent enough when researching a weapon....


when i make a gun i can spend up to 2 days finding the best resouses available so come time to make the batch of guns i experiment all 10 point straight into sp/dmg with no points to spare(i am achieving 90+% on my damage).....am i getting better results with my 'nazi' approach to resourse hunting or are you guys not maxing out damage......OR ARE YOU THE GUYS I HATE.?...THE DREADED MWS's WITH 12 POINTS?????


try posting your exp points too...it makes it easyer to guage what kind of results your getting


Baretta Nine'MM

Valcyn

MWS (10 experimental points)

MA

budding DE



Who Farted?
enok5us
Fri May 28, 2004 8:37 am
#16

I am a 10 point smith, and when I experiment on damage, I can max it and usually have a point or two left over for something else. It depends on the resource quality. The higher that is, the better it goes. If you use all top notch quality material, the weapon starts out in the high 20% area (think 30% is the max, not sure.) Look at your resources and see if there are places you can do better, might give you an extra point or two. Also if you get lucky and get the amazing sucess that always helps alot. I recommend using either 2 or 1 exp point at a time. Not all at once. Make the chance of a moderate higher, but also increases the chance of an amazing.




Enok
Kauri - Tatooine
Master Weaponsmith & Artisian
Send in-game email for orders


Ultron69
Mon May 31, 2004 5:02 am
#17

I have noticed when expierimenting i have better results when i split up points and expieriment 2 to 4 times on a weapon .First maxing out the dmg & speed bar then going for either range or trying to decrease H.A.M with the remaining points.If i have good range already.But spliting the points up seems to produce better percentages!
SpeakNoEvil
Mon May 31, 2004 5:53 am
#18

I'm a new MWS, and i'm specialising in Melee weapons (being a Master Fencer myself). When looking at the weapons (for non-enhanced ones) I look at the Max-Min Damage and HAM. I have contradicted myself in the making of the weapons as i've made the cores maxed on damage (41/41) and i've put the extra points into Range.


My Geffi's come out with +0/+0/+0 range instead of the normal -3/-3/-3 (or -6/-6/-6). This seems to be a good selling point, but i'm unsure why


When I make enhanced weapons (Acklay) I max out Damage then work on Condition to make the weapon last, UNLESS the customer want low HAM for PvP or something.





Codus Osirri - Chimaera - 10pt Melee Weapon Specialist, Merchant - Vendor @ -1171 -4836 Tatooine
Shokei - Eclipse - Teras Kasi Artist, Doctor
Ese - Gorath - Architect, Artisan
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