Weaponsmith Archive
Thread: Ever Wonder What the Extra 1% is for? (As said by the crafting Dev.)
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f33d84ck
Tue Jun 08, 2004 8:20 am
#14
Well, i guess the guy writing the crafting equations telling my guild mate this isnt enough to convince you guys.
According to you all, the crafting developer doesnt know what the hell he is talking about.
LLJK_Griz
Wed Jun 09, 2004 10:36 am
#15
f33d84ck wrote:
Well, i guess the guy writing the crafting equations telling my guild mate this isnt enough to convince you guys.
According to you all, the crafting developer doesnt know what the hell he is talking about.
The armor developer has no idea how the AP calculations work on live so it's not totally out of the question that the crafting dev doesn't know anything either.
Loriena
Thu Jun 10, 2004 1:27 am
#16
f33d84ck wrote:... and went to the bar and talked to a few developers, got them a little drunk and this is what he told them.
So you believe a drunken man spinning his tale? He must have had a very good time telling you this tale. :-)
Cordalis
Thu Jun 10, 2004 4:18 pm
#17
Well, I think it exists to cause threads like this to exist, whereas we question WHY..oh GOD WHYYY!
um, in truth, I have no idea why, but I do like the 1/3rd , 2/3rd's theory...but does it really matter? we are all under the same constraints....
KauriChumm
Fri Jun 11, 2004 2:55 pm
#18
Well, regarding amazing sucesses and armor:
It's not that it makes the cap for the armor any better, but you get more experimental effectivess per point. What this means for armor is generally more exp points (well, 1 more usually) to use in HAM. I'm not sure how weapon experimentation works, but if there is more than 1 line to experiment, then you should benefit from it because you could max the damage with say 7 points instead of 8 (This is how it goes for me with armor)
As an AS, I NEVER let a subcomponent hit the factory without at least 1 amazing success, it makes a significant difference. Again, not sure how well this applies to other profs, although I'd think it would be nice with meds because you may be able to squeeze one more use out of the stim/buff etc..
PadiOne
Sat Jun 12, 2004 12:27 am
#19
I heard the devs were all leprechauns and that krayt dragons are the tooth fairy in disguise.
777jb777
Sun Jun 13, 2004 1:31 pm
#20
uhuh. what about the 50/50 schematics, or the 100 schematics ? they have no missing one percent.
Loriena
Sun Jun 13, 2004 10:23 pm
#21
KauriChumm wrote:Well, regarding amazing sucesses and armor:It's not that it makes the cap for the armor any better, but you get more experimental effectivess per point. What this means for armor is generally more exp points (well, 1 more usually) to use in HAM. I'm not sure how weapon experimentation works, but if there is more than 1 line to experiment, then you should benefit from it because you could max the damage with say 7 points instead of 8 (This is how it goes for me with armor)As an AS, I NEVER let a subcomponent hit the factory without at least 1 amazing success, it makes a significant difference. Again, not sure how well this applies to other profs, although I'd think it would be nice with meds because you may be able to squeeze one more use out of the stim/buff etc..
An amazing success on weapons just improves the line by a 8% gain instead of a 7% gain. So you would need 7 amazing successes to get a point free. And even if that were the case the other lines are not much worth to spend points on.
And as a sidenote: It is funny how often something as fishy as "increased chance of something happens" pops up. You can't verify or falsify anything without doing a large statistical research and this is often by design of the rumor. Just take the crafting tool effectiveness rating...
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