Weaponsmith Archive

Thread: The Weaponsmith Top 5...

maRRsTu
Mon May 30, 2005 7:05 pm
#27

Ohh and Vissual issues, DL-44xt has a pistole barrel at the end and T21 has a pistole barrel hanging out the end. Also the TKA weapons seem to be that Unarmed damage is not being taken into consideration when using unarmed weapons, so this is most probably a TKA issue.



=-Marrstu Taglee-=


-=Master of Nothing=-






Please drop off all auction winnings at -870 -3421, Correllia.


Check out MaRRsTu's shop at Universal Mall, Corellia


EdOWar
Mon May 30, 2005 10:25 pm
#28






Ferrek wrote:




EdOWar wrote:
The high DPS subcomponents had speeds of -1.9X, while the low SAC subcomponents had speeds of -1.2X. If you count the power handlers and the barrels combined, the difference between high DPS and low SAC versions was -1.4 speed. But in the final combines, the high DPS pistol was only 0.18 faster.


Again, I'm pretty sure this is due to invisible fractions. My own tests confirm this, and I've posted some numbers on the weaponsmith forum on SWGCraft.





Interesting post on SWGCraft. I agree that there are hidden fractions, I noticed it myself on the SAC results. But hidden fractions alone won't explain a speed difference going from -1.4 to only 0.18 difference in the final combine. Also, if it were a misplaced decimal point then the difference should be 0.14, not 0.18. Even combined with hidden fractions that wouldn't account for the 0.04 difference, I don't think. Also note that speed goes out to 7 places, so there isn't much room for fractions to hide in that stat.


Slim Vargo, Corbantis


CorenLanra
Tue May 31, 2005 12:26 am
#29



Mor-Dan wrote:


ShugFlurry wrote:
Hasn't changed since launch, doubt they're going to change it now

Mordan, the unarmed bug is that you do more damage without Blasterfist for example than with.





ok, here is my thing on that. is a TKM considered to be a CL54 weapon? if so, should weapons enhance their damage ability? if not, then this is defintely a bug, but question numbers 1 and 2 are what I am trying to get answers on to determine if this is, indeed, a bug.




Interesting comment there. Maybe TKM with fists is the equivalent of CL 54 Kinetic dmg, where Blaster Fist is CL40 Energy. It would make sense that you do less damage in order to do Energy damage instead *IF* that was inteded. However until we can see the resists on MOBs again I don't see why anyone would choose to do less damage but energy when they can do full damage/kinetic.



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

EdOWar
Tue May 31, 2005 12:35 am
#30






Ferrek wrote:





EdOWar wrote:





Ferrek wrote:
Only two actual bugs I can think of that are specific to weaponsmith.

1. Listed speed-modifier on components are off by a factor of 10 (-1.91 is actually -0.191 and so on)






I don't think this is a bug. Tests have shown that some attributes, like damage and speed, have dramatic diminishing returns in the final combine. It's no longer a one-to-one correlation.


Slim Vargo, Corbantis





What tests are these? Because my own research disagrees with that. Damage is translated directly - a PH with +41 damage and a PH with +49 damage will yield an 8 point difference on the final weapon, give or take 1 point in the listed value due to invisible fractions. The same goes for speed, SAC and accuracy, except that speed is divived by 10 before being added to the weapon, and since the speed stat has two decimals it's a 0.01 margin instead of a whole 1 point.

The bug isn't that the speed is divided by 10 (imagine how weapons would look if it wasn't), but that the displayed value on the component is wrong.




Well, there's this test I did here, and others have mentioned dimishing returns in their weapons as well. Diminishing returns also seems to be a big theme for the CU (see Armor Protection Ratings, for one example).



http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=84146


To summarize, I made two DL44XTs, one high DPS the other low SAC. The high DPS subcomponents had speeds of -1.9X, while the low SAC subcomponents had speeds of -1.2X. If you count the power handlers and the barrels combined, the difference between high DPS and low SAC versions was -1.4 speed. But in the final combines, the high DPS pistol was only 0.18 faster.


Maybe it was a visual error, but it would be a very strange visual error, as in not just a misplaced decimal point but that it's showingcompletely wrong numbers. However, to me this suggests that diminishing returns are built into the experimentation process.


I haven't tested damage myself yet, but I have read other threads where people reported diminishing returns in damage, specifically when using damage enhancers like krayt tissues. Diminishing returns does not appear to be in place for SAC or accuracy; these stats appear to be a one-for-one correlation.


Slim Vargo, Corbantis
roxby
Tue May 31, 2005 8:06 am
#31





Mor-Dan wrote:





Willbaby wrote:





Mor-Dan wrote:





HAWKE61 wrote:







roxby wrote:

My top complaint is that the only loots that are useful are Krayt, Gorax, and Featherweight schems. Looted barrels, schems (including scythes) etc need to be worth crafting again. Its get boring just making the same few firearms time and time again.




I'll tell ya what. Two years making weapons and playing the game, i bitched over the cu but got used to it (sort of). I just plain find the game boring the hell out of me now. I used to get excited about making weapons, but now that there arent really many left worth crafting i just don't even enjoy playing.....That's my bug. Four accounts originally, two left atm but i really can't see spending the 30 bucks on something that doesnt give me pleasure anymore.......


Hauker
Shadowfire








i so wish boredom could be considered a bug, because that would mean it can be fixed... alas, it is not a bug.






come on mor-dan , bug or no bug , everyone here feels the same about this , true it should be in another thread , but it doesnt deserve a snotty/blunt remark







it was not meant to be snotty.. i am sorry you took it that way.




It depends how you define bug. Is it really working as intended that loot barrels and schems are useless? I understand that making, say, Geo Blasters low level was the original intention, but having High Caliber Pistol Barrels as useless looti suspect wasnot. There are therefore two issues


Not many weaponsare being made by Smiths, they are getting bored: This is a Validation problem. It is not meeting the organisations goals and user needs if part of the a games community is getting bored! (or maybe, perhaps, it is the organisations goals, in which case you really have your work cut out for you). Perhaps not a bug, but a fundamental design flaw. I think you should be representing us on this, but its not a true bug


Loot barrels are useless: Again a validation problem, but i suspect more of a "bug" than a design intention. Loot is mean to improve weapons, surely? In which case are the Devs intending to do something about it, and if they are, when? You might get futher with this problem.There is agood argument to push them on this one. At least argue that it will mean that smiths with Pre-CU components are not at such an advantage if loot was working as intended.





ZeeZee
GSA Guild Master Weaponsmith (12pts,FS)
Vendors in SDK Theed Mall -4060 3362 , SDK Lok Mall (Sardukar City) -1618 -4896
Offers and deliveries to "ZZ's Melee Weapons" Sardukar City Mall

Kahnindustries
Tue May 31, 2005 8:22 am
#32

The resource name not showing in the vendor list in some cases is hugely annoying, please get em to fix it, or tell us they wont.
Vade_WS
Tue May 31, 2005 8:50 am
#33

One "interesting" thing happened to me this weekend: Never move a crafting tool while a prototype is being made. I was organizing my pack and dropped the wrong one while it was crafting a really nice enhanced ALR. Poof! Gone and no warning. It took me a while to figure out what happened.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Mor-Dan
Tue May 31, 2005 11:29 am
#34



Kahnindustries wrote:
The resource name not showing in the vendor list in some cases is hugely annoying, please get em to fix it, or tell us they wont.





this is more of a merchant issue since it deals with vendors, but still rather annoying. i anticipate the answer will be the same as it always has: pull the item off the vendor and relist it. i am teaming with the merchant correspondent on this, as well as getting either a relist button or allowance to place mulitple items for sale at one time.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
Maceey
Tue May 31, 2005 1:08 pm
#35






Mor-Dan wrote:





Kahnindustries wrote:
The resource name not showing in the vendor list in some cases is hugely annoying, please get em to fix it, or tell us they wont.







this is more of a merchant issue since it deals with vendors, but still rather annoying. i anticipate the answer will be the same as it always has: pull the item off the vendor and relist it. i am teaming with the merchant correspondent on this, as well as getting either a relist button or allowance to place mulitple items for sale at one time.




You do know everybody with merchant or artisan skills and a vendor wants this! I would delay the ws bugs for a month if i we could this feature. This will benifit so many people and not to mention the amout of time it will save everybody.




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
StrandedonEarth
Tue May 31, 2005 1:55 pm
#36


My first bug is that there is still no use for the chemical or heavy warheads.



My second bug is, as already stated, the non-conversion of loot barrels. They wouldn't even have to touch the stats if they just rated them as regular barrels for the low-end weapons, but we would really rather they give them stats usable on high-end weapons. For example, 30-60 damage, -1.0 speed, -3 AC sounds about right to me for pistol barrels..



Third, would be the balance on the Rocket Launcher. These are supposed to be complicated, hard hitting weapons, and so should me Master Commando level with appropriate stats. Otherwise they just cost way too much to make for what they do.


Message Edited by StrandedonEarth on 05-31-2005 01:57 PM



Bornov Erthumoi, 12pt (was FS) maker of Fine Melee and Ranged Weaponry
Gone on Hiatus, Clearance sale at:
Bornov's Implements of Destruction, -1130, -3050 NW of Coronet, Tempest

"Duct Tape is like The Force. It has a Light side and a Dark side and binds the Universe together"
grimple1
Tue May 31, 2005 6:09 pm
#37

I don't have a list of 5, but here goes.


1.) Death by level 2 spineflaps while setting down miners.

2.) Don't even get me started on how long it takes me to get to the village since everything hits me for 5k damage....

3.) Our crafted weapons are loads of monkey crap compared to quest items that people get in 5 minutes.


I thought SOE was playing the role of Palpatine just to kill off the Jedi population but it looks like they're gonna send Ani out to kill us too.
Mor-Dan
Wed Jun 01, 2005 1:30 am
#38



Maceey wrote:


Mor-Dan wrote:


Kahnindustries wrote:
The resource name not showing in the vendor list in some cases is hugely annoying, please get em to fix it, or tell us they wont.





this is more of a merchant issue since it deals with vendors, but still rather annoying. i anticipate the answer will be the same as it always has: pull the item off the vendor and relist it. i am teaming with the merchant correspondent on this, as well as getting either a relist button or allowance to place mulitple items for sale at one time.


You do know everybody with merchant or artisan skills and a vendor wants this! I would delay the ws bugs for a month if i we could this feature. This will benifit so many people and not to mention the amout of time it will save everybody.





omg, are you kidding? my kingdom for a relist button...



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
Orew
Wed Jun 01, 2005 1:35 am
#39

1. There are some looted weapons that are better than good crafted weapons. This must be a bug as I do not believe any game designer, even one workingfor SOE,would beso stupid as to do this on purpose.


2. Slicing is not random anymore. Crappy weapons get good slices, uber weapons get NEGATIVE slices. This is part of a communist trend within SOE which tries to make all weapons equal. I am sure this is by design.


Actually you know what? The only fix that needs to be done is to fire the person responsible for the abysmal design of the CU. Then randomly pick a new game designer from the janitors working at SOE, I have no doubt that he'll do better.





Mr. Smedley's immortal words:
There are long threads that I've started myself on our forums, but we have community representatives that are answering questions diligently on our forums already, and I'm very involved in what's being said.

Mr. Smedley's user statistics when the above statement was made:
Date Registered 05-03-2005 02:11 PM
Total Posts 1
Page 3 of 6