Weaponsmith Archive
Thread: weapon experimentation
hmm ... I'll have to have a play around with refire rate. though I would expect you'd want to reduce weapons cost at the same time as theres nothing more annoying than your capacitor running out.
I've considered putting DPS in the component names, but it slows down crafting too much since we can't factory run them.
If I run WO3, I never drain it, but that's another story...
Quickshot blasters with refire experimented in the 0.25-0.27 range have a higher DPS than almost all looted blasters. REd blasters can be much better of course due to their much higher effectiveness numbers.
See this post for some more detailed information.
I think for pilots who aren't able to RE, the extra mass to play with in lower tier ships is a nice extra. Plus I try and max my caps in energy output to cope.
I tend not to bother too much with the effectiveness at the moment. I'm kind of thinking that you can't compete with a lot of high level RE loot and that pilots who are really serious know that and won't be buying crafted weapons.
I s'pose I try and aim at the casual pilot with most of the stuff on my vendor, but I'm very happy to fill specific orders for pilots who have a more focussed idea of what they want.
GrimBear wrote:
I was wondering just how other shipwrights spend their experimentation points when crafting guns.
I tend to split mine up on the following:
Effectiveness vs Armour
Effectiveness Vs Shields
Energy cost per shot
Basically 5 pts in each.
I went the whole 9-yards and created a simulation of crafting a blaster cannon. Once that was done, I used Microsoft Excel's scenario analyzer to determine how best to spend my experimentation points. After running for almost a whole weekend, it told me that I should spend as much I can on refire rate, followed by maximum damage. Now that I'm a 17-point weapon systems crafter with Force Experimentation IV, I can craft a Mark IV Blaster Cannon with a DPS between 3820 and 3900. My Mark V Blaster Cannons have hit a DPS of 5100.
Mind you, you're going to have to educate a lot of customers. Most of them come sniffing around looking for maximum damage. I created a calculator that allows me to easily calculate DPS during crafting and have forced myself into the habit of labeling every weapon with its respective DPS, which usually prompts browsing customers to ask and hence I can provide them with an education. To be entirely fair, I even tell the customer I will guarantee their satisfaction. Not only haven't I had a single return, I usually have to deal with rafts of emails telling me how happy they are with the weapon.
Sinking points into eff vs. armor on an ion cannon is a futile effort. The return is going to be VERY small.
With 15 points, I will almost always dump at least 7-9 into refire rate, with the rest tweaking max damage and mass (should that be necessary).
I don't usually worry about reactor drain or EPS, as using WO3 is going to have a way bigger impact on those stats than experimentation ever will.
Customers could always request something different if they want, but doing it this way usually makesa wepon 1/3 faster than anything else.
UmmonPrime wrote:
Usually max out refire rate and then the rest into vs shields. I use a max dmg enhancer, so everything usually turns out pretty good.
Customers could always request something different if they want, but doing it this way usually makes a wepon 1/3 faster than anything else.
What kind of stats do your guns have when you do this? Does it look something like this?
Damage 1680-3450
Refire 0.32
vs. Shields 0.52
vs. Armor 0.48
That weapon would have a DPS of 4177 vs. shields and 3855 vs armor.
This weapon:
Damage 1909-3092
Refire 0.256
vs. Shields 0.499
vs. Armor 0.499
has a DPS of 4874. That is a quickshot upgrade with 9 points refire, 3 shield, 3 armor. That is no skill tapes and no amazing successes. The DPS goes up of course with the skill tapes and amazing successes.
Goraf wrote:
That sounds better. A Mark III Quickshot should be 1k-1.5k damage 0.27 refire.
Ya, I know it's a little better than that. I have no tapes, but use the best resources on my server.
I experiment to 0.250-0.254 on lvl 9, 0.260-0.264 lvl 7 etc rest into max damage (or whatever people want on a custom job)
Made a test on a speed based mk5 gun and a damage based mk5 gun (using respective subcomponents) and ended up with 1200 min and 1000 max more DPS on the Quickfire... All Experimentation were @ 97 or 98% (this were before I got my +20 WS tapes so difference would probably vary a bit now
Figured I would chime in on this. I make 2 lines of blasters. I make a fast version, which uses a quick charge component and refire is experimented to roughly 98%. The rest goes into max damage. This is the version I recommend to customers who ask me about what they should use.
I also make a max damage component version, in which max damage is maxed with the rest going into min damage. I don't recommend these but I offer them on my vendors because they outsell my fast versions by a factor of 2:1. People are just infatuated by those damage numbers instead of what all us SW's know is scientific fact. The fact being that a gun that fires 4 times per second is better than one that fires 3 with a small % increase in avg damage per shot. Gotta make money somehow. I almost cry for every max dmg blaster I sell, but then I look at my bank balance. =)
Goraf wrote:
UmmonPrime wrote:
Usually max out refire rate and then the rest into vs shields. I use a max dmg enhancer, so everything usually turns out pretty good.
Customers could always request something different if they want, but doing it this way usually makes a wepon 1/3 faster than anything else.
What kind of stats do your guns have when you do this? Does it look something like this?
Damage 1680-3450
Refire 0.32
vs. Shields 0.52
vs. Armor 0.48
That weapon would have a DPS of 4177 vs. shields and 3855 vs armor.
This weapon:
Damage 1909-3092
Refire 0.256
vs. Shields 0.499
vs. Armor 0.499
has a DPS of 4874. That is a quickshot upgrade with 9 points refire, 3 shield, 3 armor. That is no skill tapes and no amazing successes. The DPS goes up of course with the skill tapes and amazing successes.
hey just wondering how do you calculate DPS?