Weaponsmith Archive

Thread: Generic steel, why isn't the best the best?

MrDoppa
Fri May 13, 2005 11:51 am
#14

I really need to get intimate with this new system. Too much too fast!



Doppa Ethradapa Sith ApprenticeDark Overlord of Kauri


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Ipseck
Fri May 13, 2005 1:31 pm
#15


its pretty easy just to guestimate what's going to be a better resource. Lets work with an easy example.. Sayiyousetasuck iron. cd max is 100, oq max is 1000. Every 1 increase in conductivity would be a equilivant to an increase in 10 oq.. so while at first a 65cd 951oq might look better, a 66cd 945oq iyousetosuck iron would actually come out on top.


If you're into the numbers game use the forumla I used up above..


((actual / cap) * weight%) + ((actual / cap) * weight%) * 100 = quality%







7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Seilyn_Nox
Fri May 13, 2005 5:41 pm
#16

*curls up into the fetal position*





------------------------------
Sailin' Nox
12 pt Master Weaponsmith / 11pt Master Armorsmith / Master Merchant
Seilyn Nox
Master Smuggler / Pistoleer / 14 pt Master Artisan

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JediNg
Fri May 13, 2005 6:36 pm
#17


Because the duralloy's conductivity is closer to it's cap, than the quadranium steel's OQ is to it's. Relatively speaking.

Message Edited by JediNg on 05-13-2005 06:36 PM



Ritha Egasiso - 12 experiment point Master Weaponsmith.
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CorenLanra
Sat May 14, 2005 3:10 pm
#18


Seilyn_Nox wrote:

CorenLanra wrote:
Unfortunately here on Chilastra we haven't had a bicarbonate spawn that was better than our best duralloy, Erco


Yeah... I'm still in a state of denial at having ground through 30k or so of Erco back when it first spawned...


ShugFlurry wrote:
Put it in another piece of clothing, all the mods will stick so you need something with 3 sockets. each mod takes up one socket.

So, they fixed that old bug with only the first mod sticking when there were multiple enhancements on one tape?






It's ok, I know poeople that blew threw 300k or more of that making house deeds, hahah.

As for the tapes, it works like, this and I've tested this and you can talke to Hawkke/Jmkar also.

I had a 3 mod tape, +9 Weapon Exp/+4 something/+12 Weapon Repair. I had a shirt +1 Weapon XP/+3 Weapon Assembly (2 sockets remaining). I dropped my 3 mod tape in, and the top 2 mods stayed (+9 WS exp & +12 Weapon Repair), 3rd mod I didn't want or need fell off. Otherwise if you want all 3 mods, just make sure 3 sockets are free, but I think the old rules apply if there are less sockets open than mods listed.

Message Edited by CorenLanra on 05-14-2005 05:15 PM



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Accamim
Tue May 17, 2005 8:07 am
#19

Interesting thing happened to me. Bought a 4 socket WS toolbelt to get started. Dropped a triple mod +4 Weapons Exp in it. Now it's a +4 Weapons Exp Modded belt, not a +7.
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