Weaponsmith Archive

Thread: CU problems with WS crafting

roxby
Tue May 03, 2005 6:29 am
#14



All weapons can be theoretically experiemented to 100% now. The contribution of a mineral is no longer Value/1000. It is (Value - Min) /(Max - Min)where max and min are the max and min caps for the mineral attribute being used


Doest really effect most of the base materials, such as Copper used as the CD-OQ metal, cause we always gathered stuff with a cap of 1000/1000.


I have updated Foomans to show the new calculation (my version), and the biggest changes are to minerals with low resource caps. In partcicular i am now using different iron for some weapons cause it has higher CD even tho its CD/OQ combo is lower

Message Edited by roxby on 05-03-2005 02:33 PM




ZeeZee
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Tao-Te-Ching
Tue May 03, 2005 7:42 am
#15


I had an issue this morning with some of my pre-CU Krayt Tissue now showing much/any speed improvement.

I made an elite Carbine for a friend, just normal resources no enhancements at all.
2.31 speed
415-868

So I decide to make another one using krayt tissues using the exact same resources.
The Tissues were -.46 speed +48 damage so I figure that would make one heck of a weapon, simply because of the speed bonus. In the end I got:
2.25 speed
415-916

I can clearly see the difference in the damage, and I had an extra exp. point to put into the speed here, because of a few amazing successes. It would have turned out to have the same speed rating had I not.

I made another using the same resources and APHs as the first one and experimented fully in speed to see if 2.25 was a speed cap. I already knew it wasn't, but just had to know for sure anyways.
2.05 speed
301-745

So I guess pre-CU tissues don't effect the speed of the weapon? Maybe all Krayt Tissues? I haven't gone to get anynew/fresh tissues yet, so I can't say for certain.


The Krayt APHS had shown the change in speed from the tissues. Ordinarily mine are -1.48, and with the tissues they were -1.94. Thank god I didn't trash the manifactoring schematic.


**Edited with ABPH stats**

Message Edited by Tao-Te-Ching on 05-03-2005 10:48 AM



Tao-Te-Ching
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WILDMAN_SOLO
Tue May 03, 2005 7:45 am
#16

With regards to the resource quality issue, I think it works the quality out based on the gates for the resurce in a named slot. Therefore if you had a reasonably good material say 850 UT to make feed mechs with you can still get screwed if the UT gate for that particular material was 800-1000. Becasue 850 is right near the bottom of the gate it ends up being the same as using a 250UT material in the old system.


I could be wrong on this but that is how I have perceived it to work. I am not sure if this is better or worse than the old scholl flat 1-1000 and just suck it up on the named resources that were gated badly.



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Tao-Te-Ching
Tue May 03, 2005 7:54 am
#17






WILDMAN_SOLO wrote:

Iam not sure if this is better or worse than the old scholl flat 1-1000 and just suck it up on the named resources that were gated badly.






I don't like all the crafting changes they madein the combat upgrade,they weren't entirely necessary.But i'll savethat for the other forums.


I think that allcrafters got hosed big time though. Well except architects, but they don't have any new content either.



Tao-Te-Ching
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WILDMAN_SOLO
Tue May 03, 2005 8:07 am
#18






Tao-Te-Ching wrote:





WILDMAN_SOLO wrote:

Iam not sure if this is better or worse than the old scholl flat 1-1000 and just suck it up on the named resources that were gated badly.






I don't like all the crafting changes they madein the combat upgrade,they weren't entirely necessary.But i'll savethat for the other forums.


I think that allcrafters got hosed big time though. Well except architects, but they don't have any new content either.






Yeah thats what I was thinking aswell, I am still trying to work out if the old 1-1000 flat system was better, even when taking the terrible gates in to account like plumbum, rodium, and byrothosis crystal (only ones I can think of atm). The new system is good for poorly gated resources like my examples above, but where the gates lay further up i.e min on a get is around the 700 mark , then the crafters are kind of hosed.


In the old system even if the gate was 700-1000 you would still get a green/yellow bar if you used a resource in 800 range. My example now is of ditanium steel. I was trying to make Vibrolances using ditanium steel which had SR 787. In the old crafting system this gave a green bar, in the CU system it gives a very very small red bar , obviously meaning that the SR for this steel is right at the bottom of its gate. I am still trying to decide if this is a good change or a bad one.


But TBH I am seriously unsatisified with the way all crafting professions got gutted in what was supposed to be a combat upgrade, which incidnelty has turned into a crafters nerf. I can see now why all the crafting correspondents have jumped ship.






=Upde Harris= 12pt Master Weaponsmith and smuggler of Chimaera server - Voted 20th Best WS on the server !!! WOOT
Idiva Harris - 12pt Master AS and Merchant

Ancient Weapons and Hokey religions are no match for a good blaster at your side !!
Visit =Upde= Weapons Inc. in RFR Guildhall Kintha on Tatooine (2k from Mos Eisley) for all your weaponry needs.

Tao-Te-Ching
Tue May 03, 2005 8:39 am
#19











WILDMAN_SOLO wrote:


Yeah thats what I was thinking aswell, I am still trying to work out if the old 1-1000 flat system was better, even when taking the terrible gates in to account like plumbum, rodium, and byrothosis crystal (only ones I can think of atm). The new system is good for poorly gated resources like my examples above, but where the gates lay further up i.e min on a get is around the 700 mark , then the crafters are kind of hosed.


In the old system even if the gate was 700-1000 you would still get a green/yellow bar if you used a resource in 800 range. My example now is of ditanium steel. I was trying to make Vibrolances using ditanium steel which had SR 787. In the old crafting system this gave a green bar, in the CU system it gives a very very small red bar , obviously meaning that the SR for this steel is right at the bottom of its gate. I am still trying to decide if this is a good change or a bad one.


But TBH I am seriously unsatisified with the way all crafting professions got gutted in what was supposed to be a combat upgrade, which incidnelty has turned into a crafters nerf. I can see now why all the crafting correspondents have jumped ship.








Well,the way I see it is ifthe gate for resources is 600-800 then this change is definately for the worse. Making the medicore resources total junk. I would like it better if it were gated from 0-800, or just have removed the resource capscompletely and let us wait for new spawns.


I just see that the difference ofso few pointspoints affecting a weapon so much is simply rediculous.


In the above case only 50 points difference making the weapons 25% or One Forth less effective.


Message Edited by Tao-Te-Ching on 05-03-2005 11:40 AM



Tao-Te-Ching
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CorenLanra
Tue May 03, 2005 3:07 pm
#20

When splitting a set of krayt tissue to put into ABPH (not making schematics) if you get down to the last 1 which has a little #1 on it and double click it says the item cannot be put into the schematic until it is split. You can't split it cause it's the last one. If you drag the tissue over to the enhancer slot, it takes it just fine.



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Amana
Wed May 04, 2005 5:44 am
#21

yup that is another problem is krayt tissues being misread and such. I was actually making a weapon and got the option to add in pure krayt tissues to the weapon itself instead of the ABPHs however there must be a check in place because it says invalid component this should not be able to go here. Also i'm finding theme park rewards are exceeding the hard wound chance cap on some weaponry. I really think we should not have a cap on weaponry stats and they should be allowed to go further and beyond normal to help the WS economy. Another thing is maybe add in some rarities to krayt tissues wherebye they can help benefit certain weapons by adding elemental dmg to them.



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Geminus
Wed May 04, 2005 6:58 am
#22

They should have told us if they were going to do this to the crafting process, starting WS will have a very hard time making good weapons unless they have a lot of money for find some good spawns. On the other hand, weapons limited by let's say a resource that has a max conductivity of like 45, your quality bar goes from bottom red to perfect green.


However, now we have to try and find the BEST resources because of the quality ranges in the resources not being equal, ex. if a range is 800-900, and you have 825, then you have a low quality resource, but some resources have ranges from like 200-900, then 825 is very good. Good resources aren't good enough any more, but crappy capped resources become much better.



Personally, I would have liked to be informed, it cost me millions to build up my resources, but I still don't have the best of everything.



BRING ON THE RESOURCERESPEC ABILITY FOR THE NEXT TWO WEEKS! Combat players can respec their professions to fit they CU, crafters should be able to respec their resources to compensate for the changes to the game.



Ikeiva





Ikeiva
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dhamian
Wed May 04, 2005 4:30 pm
#23

i am having the same exact problems becasue i just became a WS i tried getting EXP but it just wouldnt give me it!!!! so i thought "what is going on???" so i tried and tried and still didnt work so i got off ( minimized it ) and checked forums so i saw WEPONS EXP BUGGED!!!!! so i went there and it told me some stuff but still didnt tell em what i was neeeding so i came here to ur post and i thought or hoped that u could help me thnk you bunches!!!!






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