Weaponsmith Archive
Thread: what is a Twelve Point?
[IMG]http://img.photobucket.com/albums/v484/silentraven/12.gif[/IMG]
that's 12 points (according to photoshop)
sorry dude
oh well
that didnt work..
here i'll show you
[ ]
its about that big
Munitionsmaster wrote:
cept it takes many millions to get 12 pt. Resources are infinitly more valuable to a WS then 2 extra points (though they are nice for making custom weapons)
In order of difference they make to weaponsmithing:
1: Resources: Standard
2: Resources: Optional.
3: Experimentation & Research: By which I mean taking the time to find out the best ways to make certain items, which advanced options are worth adding and which aren't, knowing where the breakpoints are for weapon-speed vs speedcap vs damage
4: Experimentation Points.
However, in terms of what draws the public? '12 point smith' is a label that's been a draw for quite awhile.
TruGeek wrote:
Considering you can already max damage experimentation with 10pts. the extra two points go towards things that most people don't seem to really care about much. Yes, it is nice to increase range or lower HAM a tad but not all of us have the funds to buy those extra 2 points...
And no one is saying you have to. You'll note that I put those experimentation points last on my list of things that make a difference. (If you hear me saying otherwise in game, it's because someone else runs this character now).
However, if you think that HAM/Range/MaxCondition don't make a difference in sales, then you haven't realized that there are two different weapons markets out there. Even with holo-grinding a thing of the past there are specific sub-markets for certain weapons that are more easily entered into as a 12 point smith, though a 10 point smith can put forward some good efforts as well.
Things like:
Accurate Pikes
High Accuracy/High Damage LLCs
Low-HAM VKs.