Weaponsmith Archive
Thread: new crafting system tests here (added more tests)
Actually When you experiment one point at a time you seem to get better results than if you experiement 4 or 3 points at a time .. at least that's what Iseem to be noticing. so it takes sligthly longer to create that schema
Kershakk wrote:
As an aside, remember how they said they had to change it this way so they could fix experimentation on things like the advanced weapon stock? Guess what? It is still broke!
Why does this not suprise me in the slightest!
made some dmg model t21 rifles. now these are using all the same materials. and i got 3 diff results. again all these numbers are with 12 exp points and im usign all 12 in the dmg line. the condition of the rifles is 864.
1. 173-409 7.2spd
2. 173-411 7.2spd
3. 173- 417 7.1spd
Below is the stats with all the same materials but with only 10 exp points
169-392 7.6spd and also only 864 condition
below are the stats of my reg ones before the patch.
170-398 7.5 spd 1045 condition.
Message Edited by LLJK_Griz on 03-16-2004 09:57 PM
I did some quick tests today before I went to work. I don't have any numbers with me here, but I can give you an idea of what I found. I have 10 weapon exp. points.
I was able to create some 100% powerups (33.5%/16.2%) with all 11 Artisan exp. points. That was the good part.
Started working on Republic blasters. I used the same resources as a schematic I had, but a marginally better (18-37 vs 18-36) ABPH, same barrels. I don't remember the exact numbers, but damage was down 3-5 points with all points put into damage. Speed was .1 higher.
Ialso crafted a couple of other RB's with 2 different Plumbum irons to see the difference in resources. The lowest Plumbum came out with the same results as the first one 3-5 less damage points with a +.1 speed. I had done some experiments before with these two Plumbums and they had come out with the exact same results. One had a higher conductivity (19 vs 68) while the other had a higher OQ (500 something vs 460 something).
I had another Plumbum that was much better (oq 906) but I really didn;t have anything to compare it to because I hadn't made any RB's with it. But it was comparable to an MRB that I made - 2 points less damage, .1 higher speed.
I also tested a T21. Same deal as above, same resources and barrel, better ABPH. Damage dropped by 5 points and speed went up .4.
A lot of this is really preliminary. On the T21, I had all great successes and still fell 2 bubbles short of hitting the damage gate. With the two similar Plumbum's I had one moderate success on one gun and one good success on the other. Oddly enough, it really didn't seem to affect it as much as in the past. The RB I made with the good Plumbum had all great successes and again fell 2 bubbles short of the damage gate.
A couple of things surprised me. I really thought I would see much worse results. If they intended this as a nerf, it wasn't much of one. So while I was disappointed with the results, they weren't so bad that I couldn't sell them. I did hang onto 2 of the RB's that were experiments.
But the other was I never hit the damage gate. I was under the impression you could max out one line with 10 points. Never happened for me. It was almost as if they had based it on 12 points, not 10. So this change wouldn't have accomplished what they wanted on more than one front. Anyone below master would have been dropped even further behind. Every master without skill tapes would have just maxed damage. Masters with skill tapes would have done very well. So we would have had less variety, still would have had some uber weapons and still would have had significant barriers to entry. I think that everyone who argued against this change can feel vindicated.
One other note. I knew they were going to change the cert for the RB. One of the first things I did was unequip, then reequip mine. No message. But when I tried to equip one of the guns I had just made, it gave me the message that I didn't have the cert for the weapon. Guess my current RB will get repaired a lot.
JohnAdams wrote:
A couple of things surprised me. I really thought I would see much worse results. If they intended this as a nerf, it wasn't much of one. So while I was disappointed with the results, they weren't so bad that I couldn't sell them. I did hang onto 2 of the RB's that were experiments.
But the other was I never hit the damage gate. I was under the impression you could max out one line with 10 points. Never happened for me. It was almost as if they had based it on 12 points, not 10.
LLJK_Griz wrote:
You can see the effects it has on multi-line crafting (food, armor, BE, etc) by making items like scopes or barrels which have two lines...
JavaKodar wrote:
LLJK_Griz wrote:
You can see the effects it has on multi-line crafting (food, armor, BE, etc) by making items like scopes or barrels which have two lines...
Odd, I'm getting identical results on weapon scopes pre- and post-patch (0 HAM, 15 range). I haven't checked advanced yet, in case that's what you're referring to.
Yeah, I meant advanced. Regular ones are unaffected or slightly better, but advancedbarrel/scope are now worse than the regular barrel/scope - a huge nerf from what they were before.