Weaponsmith Archive

Thread: ALR used an exp. pt during crafting to go from 1178 to cap and nothing changed.

CorenLanra
Thu Sep 15, 2005 12:14 pm
#27



Alristico wrote:
the EPC were 184dmg -8 action cost.
ABPH were 19 - 228 dmg -1.33spd -16 attack cost
stocks were .143, -15 attack cost (not pre CU)
scope was -.79spd, 53 accuracy bonus (pre publish 23)
assembly was 28%, stats were 2.6spd 330 - 1021, 84 sac
I used one pt on sac and one on spd and the other 10 on dmg.
I dont' understand what any of this has to do with it. One pt should have raised the dmg by any amount, instead the dmg didn't move. I was under the cap and after I used it the exp percentage on dmg was 97% so I still had room there too.





With 184's you shoulda have been able to cap it depending on your barrel.

ok here is an example

laser rifle #1 maxes out at 1000 dmg unsliced at 97% (no enhancer)
laser rifle #2 reaches 1172 dmg unsliced at 96%

Experimenting one more point on #2 doesn't mean you will increase by 6%, really you a probably are going to cap it at .5% increase which might not round up. The thing you need to look at is your % _before_ you drop that last point. You need to know the % you will max out on with an unenhanced version, same resources (and you need to cmpare if you were buffed for the unenhanced or not). If you get within 2-3% with 1 point left to go you might be better off using it on speed or SAC if they are not capped.



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

Alristico
Thu Sep 15, 2005 12:19 pm
#28






Summerflame wrote:






Alristico wrote:






Summerflame wrote:





Alristico wrote:
the resources are the best that ever spawned on the server, im an fs crafter with all the fixin's, the experimentation attempt was a great success, cap on Adv Laser rifle is 1184 and one whole exp. point with a great success should have been more than enough to get me there.






The thing is that the amount of damage a xp poiint will raise your weapon varies. Sometimes i raises the min a lot more than the max and sometimes the otherway around. if you rmax dam already was capped out on it potential then it wont raise it more even though there is room for more experimentation, which is why I ask the 2 questions


1. Did min dam improve?


not sure, wasn't paying attention to it on the last experimentation.


2. Did you calculate that the Enhancers where enough to cap the weapon? (What is your max dam on your unenhanced lasers and what was the stats of your enhancers?)


I don't know how to calculate that.











Summerflame wrote:





Alristico wrote:
the resources are the best that ever spawned on the server, im an fs crafter with all the fixin's, the experimentation attempt was a great success, cap on Adv Laser rifle is 1184 and one whole exp. point with a great success should have been more than enough to get me there.






if you rmax dam already was capped out on it potential then it wont raise it more




i don't understand this.








without enhancers you are able to reach a certain max dam on your ALR. If you then add the enhancers damage to this max dam (along with any extra points you spend in dam on the components that you wouldnt normally spend on these. Say you normally put 3 points into damage, bu this time you put 10 the equaion becomes. Unenhanced Weapon Max + Enhancer Damage + 7 = Equals the Max Damage Potential of you Enhanced Rifle (assuming you didnt use any other componets that should increase the max dam (if you did, then add those extra damage aswell) )


What Im saying is. If you reached the max dam potential with your second last point then using another point will only result in raising the min damage as the enhancers and resources you are using wont allow for a higher max dam.


Hope that clears it up a bit






that doesn't seem logical to me. All the resources and components go into the assembly. At that time their job is done and I have a set of non experimented stats. At that point the only thing that should influence the weps stats are my experimentation rolls and number of points I have to use. And obviously I can't experiment past 100% or past the hard caps but I was at neither when I put my last pt into dmg.





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11100111100011011001010110100101010110110011101000
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CorenLanra
Thu Sep 15, 2005 12:40 pm
#29

I guess we vets just take it for granted... let me put it to you in the last possible way I know how, then you're on your own!

1000+150 will never be over 1150. No matter how much you experiment, a 150 enhancer will never take a 1000 base weapon over 1150 unless you experiment differently.

So, here is what you do..

Retrace your steps, experiment a factory run of ABPH exactly how you did with the krayt, assemble it the same way you did your EPC version. Max out your damage line just like you did the EPC, write down the % for later reference, you'll need that for future EPC crafts. Write down your Max Dmg

If your max dmg for your prototype is 999 or LESS, you will never ever reach 1184.

1000+184=1184
if your base unit is not 1000 dmg there is no way you'd hit 1184.
if it is LESS, sacrafice some speed on your ABPH and boost up dmg a bit till you hit 1000 on your base.
Ok I'm done

Message Edited by CorenLanra on 09-15-2005 02:41 AM



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

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