Weaponsmith Archive

Thread: The 12-point myth dispelled.

KRONOS1974
Sat Apr 02, 2005 4:36 pm
#14

5. chef food



helps when playing with uber components hehe



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ShugFlurry
Sat Apr 02, 2005 5:16 pm
#15

Master Weaponsmith: 100 WS Experiment

Suit: 25 WS Experiment, +25 WS Assembly

FS: +10 atm


My resources will prolly own your resources if you've been a smith for 1month, thats just a fact that with time you get better resources, each spawn that you harvest brings you closer to that goal, if what your saying is that everything equal 10pt = 12pt then your just plain stupid, sorry but if everything else was equal you know that 12pt > 10pt. My stocks > your stocks, my barrels > your barrels, my scopes > your scopes. Condition on my gun > condition on yours. Hence since we both get same damage using same resources. My gun > your gun. 12pt is something you get after you get the server's best resources. Once you have those resources and 12pt you will be better than the 10pt'r with the servers best resources.


Put it this way, you both make a cake, you get 10minutes, I get 12minutes, the extra 2 minutes I can use to put on that final touch to just edge it out better than yours, like the cherry for example



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Implementor
Sat Apr 02, 2005 6:38 pm
#16






ShugFlurry wrote:

Master Weaponsmith: 100 WS Experiment

Suit: 25 WS Experiment, +25 WS Assembly

FS: +10 atm


My resources will prolly own your resources if you've been a smith for 1month, thats just a fact that with time you get better resources, each spawn that you harvest brings you closer to that goal, if what your saying is that everything equal 10pt = 12pt then your just plain stupid, sorry but if everything else was equal you know that 12pt > 10pt. My stocks > your stocks, my barrels > your barrels, my scopes > your scopes. Condition on my gun > condition on yours. Hence since we both get same damage using same resources. My gun > your gun. 12pt is something you get after you get the server's best resources. Once you have those resources and 12pt you will be better than the 10pt'r with the servers best resources.


Put it this way, you both make a cake, you get 10minutes, I get 12minutes, the extra 2 minutes I can use to put on that final touch to just edge it out better than yours, like the cherry for example




what he said




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CTRL_ALT
Sat Apr 02, 2005 7:39 pm
#17

I think this 'myth' has been dispelled hundreds of times, and even though all the info you could want to know about weaponsmith is stickied to the top...doesn't mean lazy people won't stop posting stupid questions.



CTRL ALT, Tempest
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Standardlager
Sat Apr 02, 2005 8:49 pm
#18






CTRL_ALT wrote:

I think this 'myth' has been dispelled hundreds of times, and even though all the info you could want to know about weaponsmith is stickied to the top...doesn't mean lazy people won't stop posting stupid questions.







HOW has this myth been dispelled?


The originator of this post states that he can make ADVANCED BLASTER POWER HANDLERS the same as any 12pt weaponsmith. I dont think any weaponsmith with 12 points of experimentation is going to disagree with that statement. What the original poster forgot to mention are his results on other weapon components (Stocks, Scopes, barrels)




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Backlasher
Sat Apr 02, 2005 9:01 pm
#19

for my bank roll's sake i hope your right...
ssj3_vegetto
Sun Apr 03, 2005 1:01 am
#20

Yea I know, but there are some new weaponsmiths who think they need to have 12 points to make good guns.


Plus,I would like to see this thing reposted in all galaxy forums, to completely obliterate the myth.




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AspiringBountyHunter
Sun Apr 03, 2005 1:08 am
#21

Its not neccessarily a myth though.


While everyone knows that having 11 or 12 points won't let you go above the resource experimentation caps, 11 and 12 point smiths do make better OVERALL products. There is going to be something in the weapon, that given the same resources, will be better than the 10 point. It may be a more accurate weapon, easier on HAM cost, or just more durable. But all of these things do mean that they are making a better overall weapon.


And its the sub components that get the big differences in range and HAM.


And, if I was looking for a smith to do a custom order, I would want him to be 12 points so he could recover from a moderate experimentation result.



- I support keeping & balancing the current combat system You can too
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RancorSlayerOfMany
Sun Apr 03, 2005 1:45 am
#22






AspiringBountyHunter wrote:

Its not neccessarily a myth though.


While everyone knows that having 11 or 12 points won't let you go above the resource experimentation caps, 11 and 12 point smiths do make better OVERALL products. There is going to be something in the weapon, that given the same resources, will be better than the 10 point. It may be a more accurate weapon, easier on HAM cost, or just more durable. But all of these things do mean that they are making a better overall weapon.


And its the sub components that get the big differences in range and HAM.


And, if I was looking for a smith to do a custom order, I would want him to be 12 points so he could recover from a moderate experimentation result.






quite try'en to prove to yourself the millions you spent on your tapes were worth every penny. Because the joke is they weren't worth at all what you bought them for because I can get the crafting wine and avoid faluires. It is cheaper then putting down 50 million just because.
AspiringBountyHunter
Sun Apr 03, 2005 1:57 am
#23






RancorSlayerOfMany wrote:





AspiringBountyHunter wrote:

Its not neccessarily a myth though.


While everyone knows that having 11 or 12 points won't let you go above the resource experimentation caps, 11 and 12 point smiths do make better OVERALL products. There is going to be something in the weapon, that given the same resources, will be better than the 10 point. It may be a more accurate weapon, easier on HAM cost, or just more durable. But all of these things do mean that they are making a better overall weapon.


And its the sub components that get the big differences in range and HAM.


And, if I was looking for a smith to do a custom order, I would want him to be 12 points so he could recover from a moderate experimentation result.






quite try'en to prove to yourself the millions you spent on your tapes were worth every penny. Because the joke is they weren't worth at all what you bought them for because I can get the crafting wine and avoid faluires. It is cheaper then putting down 50 million just because.






I actually looted the majority of my tapes. Spent about 8 million to get to weap exp +20 and weap exp +23. I've made more than twice that selling 3 krayt flamers.


And every player, when shown two weapons, for the same pricewith the same damage and speed, will go after the one that has higher accruacy, condition, or lower HAM.





- I support keeping & balancing the current combat system You can too
Hicobaja Dalaran Dwarf Hunter
MLS Healer 3204 Enhancer 2202/Neutral Pilot 3434 Soon to be retired
Hicobyw(canceled)
Faithe(e) Dalaran Human Warrior
Master Swordchickie/Master Brawler Soon to be retired along with Hicobaja
TJMaverick
Sun Apr 03, 2005 2:30 am
#24






Standardlager wrote:





CTRL_ALT wrote:

I think this 'myth' has been dispelled hundreds of times, and even though all the info you could want to know about weaponsmith is stickied to the top...doesn't mean lazy people won't stop posting stupid questions.







HOW has this myth been dispelled?


The originator of this post states that he can make ADVANCED BLASTER POWER HANDLERS the same as any 12pt weaponsmith. I dont think any weaponsmith with 12 points of experimentation is going to disagree with that statement. What the original poster forgot to mention are his results on other weapon components (Stocks, Scopes, barrels)








Damn right lol. Bring out one of the worst examples since durability doesn't matter in the second line. But then again, if it did, we 12pt'ers would still be better off. I think it just comes down to jealousy.







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fliffesvin
Sun Apr 03, 2005 2:35 am
#25

I dunno if this has been mentioned at all, but the force sensitive crafting branches really do help a lot. I've been 11pt smith for many months, and I've been stockpiling resources for a year. Got many millions, some are server best, some are close.. some are grind.. anyway, I craft weapons that aren't AS good as the oldtimers in the business, but in my own opinion, and apparently also the opinion of many customers, they come close enough to spend cash.

BUT, I've been annoyed on so many occassions by moderate successes, something we WS get a lot of compared to other crafting profs. Anyway, I took the time to grind unarmed IV, and with the help of a friend, I became glowy for village quests. I spent a lot of time unlocking branches, and doing my best out there (when going to the village usually gets me killed at least once), and working hard to get the Exp branch worked in. And in the first box, I notice a difference. Haven't gotten ONE SINGLE moderate success ever since. Not one... Just with that very fist box.

I've made 12pt since, and gotten a few more boxes. Capped assembly bla bla bla.. the usual. I can really recommend it, for people who aren't 12pt (and for people who are) because it will help you.

About the topic in hand, I agree with the people who said, that 10pt may not do much for the dmg on your weap (provided you use the same resources), but it will not be the same weap, as other stats will be enhanced. Granted, range and ham cost has minimal increases on exp, but hey... most of the player base look at stats and think: this is 1pt higher.. must be uber ub3r etc.. They are noobs.. and just as well.. If every man and his mother were in the know, WSing would be one hard business



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CrimsonRanger
Sun Apr 03, 2005 5:25 am
#26

I only recently went from a 10 point to a 12 point smith (someone leaving the game gave me a great deal). The biggest factor to me when using the 2 extra points was on subcomponents, especially range. The extra points did little or nothing for damage (was usually maxing with 10 points), but made a nice difference in range, especially on some melee weapons. People just liked seeing the range on a weapon go from negatives to zero or better. However, with the CU apparently setting the ranges for weapons, I'm not sure how that will affect things. I am interested in seeing what happens when testing allows us to work on weaponsmith and I can try and craft a scope, since there appears to no longer be range modifiers.
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