Weaponsmith Archive
Thread: The Be-All, End-All guide to ranged weapons If you have a question, this probably answers it.
JediGias wrote:
Few things:
1. You did not put in a SAC CAP part for the profession specific weapons.
2. All weapons need an Accuracy cap section (thought Im certain no one has discovered them yet)
3. All weapons need a crafted speed cap aside from just modified speed cap of 1.00.
4. Some weapons have a different slice cap for some stats than the crafted cap, such as damage.
5. If it even exists, there should be a MIN damage cap category.
6. What about a wound % cap as well.
7. You have anumber of looted weapons in there that are not currently craftable. Do you want to have all looted weapons in there or only craftable weapons? You could go with looted weapons as well (including Necrosis, quest, ect.) since their stats do very a little, so you could have those. Not sure what you want to do.
8. I know you just copied pasted stuff, but since you put this together this is partially your guide and it is up to you how you want to handle things, so what do you mean by base DPS? It doesn't seem that you can say anything has a base DPS since it can all be varied.
9. Is your "action cost" section the MAX action cost possible for the weapon? Do you want absolute worst stats possible as well as the best?
10. There are more enhancers that you can have for weapons. Such as stocks and scopes. Some weapons take them some do not, you should also have a category for those, or a yes/no for each of them.
11. You dont need the "skill box: none" for the combat level 7 weapons since you do not have it for the other weapons.
Great compilation, thanks. This should be stickied as well. nice to have this all in one place.
I plan on having one of every Rifleman usable rifle made with all max stats (if I can) so I will try to get the missing info for those rifles for you.
Message Edited by JediGias on 08-26-2005 03:46 AM
Yeah I found the SAC Cap listing on the proton rifle rather odd. Considering it's a heavy weapon the capp -should- be 100. Long with all the other heavy weapons out there. And I've yet to see one that had lower than 119 SAC dropp. So I'm sort of currious where you got the SAC cap for the proton rifle.
All told though nice job. Though it definately needs to seperate (in my mind) loot only weapons like the proton rifle/carbine etc from the craftable ones.
And one more thing - I find it ironic that you are bashing me for what I did here, which is a POSITIVE post that can help a LOT of people looking for information in one place, when all I did was take the information that was out there, be it complete or incomplete, and compiled it all together, GAVE FULL CREDIT TO THE ORIGINAL AUTHORS, and published it here, and THEN asked for help from the WS community to help refine it and fill in the gaps.
You want to know why I am trying to "be somebody" on the WS forums? Because I was someone who was frustrated trying to locate all this information scattered all over in posts, fed up with a semi-useless/broken search function on the forums, and figured if I could do something positive so people wouldn't have to go through what I did, that I should do that, and this post is the result.
And you want to take shots?
Sorry, but if you REALLY want to see a failure, look in the mirror; because you just failed as a human being.
Kesslan wrote:
Yeah I found the SAC Cap listing on the proton rifle rather odd. Considering it's a heavy weapon the capp -should- be 100. Long with all the other heavy weapons out there. And I've yet to see one that had lower than 119 SAC dropp. So I'm sort of currious where you got the SAC cap for the proton rifle.
All told though nice job. Though it definately needs to seperate (in my mind) loot only weapons like the proton rifle/carbine etc from the craftable ones.
Because it would be nice to keep all the information together, maybe it can be done with a notation? Like maybe where it says "Upgrade:", I can just put "---", and make a note in the legend that this means the item is either looted or does not take upgrades?
JediGias wrote:
Few things:
1. You did not put in a SAC CAP part for the profession specific weapons. That's because when I copied and pasted, those were not listed in the items I could find. I will see if I can find them elsewhere, but help here would be great.
2. All weapons need an Accuracy cap section (thought Im certain no one has discovered them yet) I'll be all for including it, butthe capsneed to be found first before I do.
3. All weapons need a crafted speed cap aside from just modified speed cap of 1.00. This was something that was like the accuracy cap, and I found different information wherever I went, so I chose not to include it, because the only defitite I do know, is the modified cap is at 1.00. However, if a bunch of WS's can get together to help find the caps, I am all for including it, as long as the information can be verified by several WS's.
4. Some weapons have a different slice cap for some stats than the crafted cap, such as damage. Again, if we could get a hold of that information, I would love to include it in the guide.
5. If it even exists, there should be a MIN damage cap category. Again, if we could get a hold of that information, I would love to include it in the guide
6. What about a wound % cap as well. Hehe, same as above.
7. You have anumber of looted weapons in there that are not currently craftable. Do you want to have all looted weapons in there or only craftable weapons? You could go with looted weapons as well (including Necrosis, quest, ect.) since their stats do very a little, so you could have those. Not sure what you want to do. I would like to include all ranged weapons - perhaps we can come up with a way to note the looted stuff in the current format? That is only in case some of the looted weapons later become craftable, similar to what happened with BH armor.
8. I know you just copied pasted stuff, but since you put this together this is partially your guide and it is up to you how you want to handle things, so what do you mean by base DPS? It doesn't seem that you can say anything has a base DPS since it can all be varied. Understood, but listed on all weapons is a base DPS - information the game provides itself. The Base DPS is not something that I or others calculated, but is what is calculated and reported in the game - so we just take that information, and copy it.
9. Is your "action cost" section the MAX action cost possible for the weapon? Do you want absolute worst stats possible as well as the best? Yes, it is the absolute max. And I think that is fine how it is, since most people won't be setting out to make the worst weapon possible.
10. There are more enhancers that you can have for weapons. Such as stocks and scopes. Some weapons take them some do not, you should also have a category for those, or a yes/no for each of them. Get that information for me, and I would be happy to add it.
11. You dont need the "skill box: none" for the combat level 7 weapons since you do not have it for the other weapons. Good catch - that was a copy and paste-over. I will get that corrected ASAP.
Great compilation, thanks. This should be stickied as well. nice to have this all in one place.
I plan on having one of every Rifleman usable rifle made with all max stats (if I can) so I will try to get the missing info for those rifles for you. Thanks! I look forward to it!
Message Edited by JediGias on 08-26-200503:46 AM
Responses in bold yellow - thanks for the comments!
Message Edited by ZionHalcyon on 08-27-200501:08 PM
Message Edited by ZionHalcyon on 08-27-2005 01:08 PM
JediGias wrote:
Also, no one has ever seen the massassi ink rifle, so they cannot know the stats.
I thought about that, but I assumed they just pulled it from the test center.
ZionHalcyon wrote:
JediGias wrote:
Also, no one has ever seen the massassi ink rifle, so they cannot know the stats.
I thought about that, but I assumed they just pulled it from the test center.
Possibly
-Stinks- wrote:
Everything that has an (Optional) next to it are the enhancers either WS crafted or BH looted.
http://stettin.guennibearserver.com/stettin-weaponschem.php
Pistols
Death-Hammer Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 18 Aluminum
* 8 Metal
* 4 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Alliance Disruptor
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Combat Medic
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Plubum Iron
* 15 Steel
* 5 Metal
* 2 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
DL44 XT
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 25 Steel
* 8 Steel
* 4 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
High Capacity Scatter Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Bounty Hunter
Damage Type: Kinetic
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 33 Doonium Iron
* 22 Ferrous Metal
* 10 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Intimidator Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Squad Leader
Damage Type: Kinetic
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Iron
* 15 Metal
* 6 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Renegade Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Smuggler
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 45 Neutronium Steel
* 20 Plubum Iron
* 10 Metal
* 2 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Rifles
Light Laser Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Link Steel Aluminum
* 35 Non-Ferrous Metal
* 15 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Advanced Laser Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 54
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Link Steel Aluminum
* 35 Non-Ferrous Metal
* 15 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
T21 Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 54, Master Rifleman
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 150 Ditanium Steel
* 85 Polonium Iron
* 20 Metal
* 15 Units Gallinorian Rainbow Gemstone
* 30 Alantium Carbonate Ore
* _5_ Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Light Lightning Rifle
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 14, Novice Bounty Hunter
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Steel
* 35 Iron
* 25 Copper
* 15 Metal
* 45 Siliclastic Ore
* 150 Intert Petrolchem
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Lightning Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 30, Novice Bounty Hunter
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Steel
* 35 Iron
* 25 Copper
* 15 Metal
* 45 Siliclastic Ore
* 100 Intert Petrolchem
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Heavy Lightning Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 54, Master Bounty Hunter
Damage Type: Energy/Electricity
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 175 Duralloy Steel
* 55 Kammris Iron
* 55 Copper
* 25 Metal
* 45 Siliclastic Ore
* 100 Polymer
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Trandoshan Hunting Rifle
Location: Rifle
Method Obtained: Looted from the Medical Center Lockbox on Avatar Platform
Required Skill: CL 54
Item Details: unlimited use, 50% Cond /50% OQ
* 65 Link-Steel Aluminium
* 25 Steel
* 10 Metal
* 3 Identical Blaster Power Handlers
* 1 optional Advanced Weapon Stock
* 1 Trandoshan Hunter's Rifle Barrel(Looted)
* 1 Advanced Weapon Scope (optional)
Special Heavy Weapon (Commando)
Plasma Flame Thrower
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 54, Master Commando
Damage Type: Energy/Heat
Range: 0-25m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 130 Steel
* 70 Iron
* 15 Metal
* 28 Liquid Petrolchem Fuel
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Flame Thrower
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 40, Commando: Heavy Incendiary Weapons III
Damage Type: Energy/Heat
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 130 Steel
* 70 Iron
* 15 Metal
* 28 Liquid Petrolchem Fuel
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Carbines
CDEF Carbine
Location: Carbines
Method Obtained: Granted - Artisan
Required Skill: CL 1
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 12 Metal
* 6 Chemical
* 3 Metal
DH17 Carbine
Location: Carbines
Method Obtained: Granted
Required Skill: CL 6
Damage Type: Energy
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Metal
* 15 Ferrous Metal
* 7 Metal
* 1 Blaster Power Handler
* 1 Blaster Rifle Barrel
* 1 Weapon Scope (optional)
* 1 Weapon Stock (optional)
DH17 Short Carbine
Location: Carbines
Method Obtained: Granted
Required Skill: CL 10
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Metal
* 15 Ferrous Metal
* 7 Metal
* 1 Blaster Power Handler
* 1 Blaster Rifle Barrel
* 1 Weapon Scope (optional)
* 1 Weapon Stock (optional)
E11 Carbine
Location: Carbines
Method Obtained: Granted
Required Skill: CL 14
Damage Type: Energy
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 40 Plubum Iron
* 20 Ferrous Metal
* 9 Metal
* 1 Blaster Power Handler
* 1 Blaster Rifle Barrel
* 1 Weapon Scope (optional)
* 1 Weapon Stock (optional)
Enhanced E11 Carbine (not sure the difference of this and regular post-CU)
Location: Carbines
Method Obtained: Granted
Required Skill: CL14?
Damage Type: Energy?
Range: 0-40m?
Schem Details: Unlimited, 50% Cond / 50% OQ
* 40 Plubum Iron
* 20 Ferrous Metal
* 9 Metal
* 10 Diatium Copper
* 1 Blaster Power Handler
* 1 Blaster Rifle Barrel
* 1 Weapon Scope (optional)
* 1 Weapon Stock (optional)
EE3 Carbine
Location: Carbines
Method Obtained: Granted
Required Skill: CL 22
Damage Type: Energy
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 50 Kammris Iron
* 25 Steel
* 10 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
EE3 Carbine
Location: Carbines
Method Obtained: Granted
Required Skill: CL 22
Damage Type: Energy
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 50 Kammris Iron
* 25 Steel
* 10 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Alliance Needler Carbine
Location: Carbine
Method Obtained: Granted
Required Skill: CL 30
Damage Type: Kinetic
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 50 Kammris Iron
* 25 Steel
* 10 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
DXR6 Carbine
Location: Carbines
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Energy
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Titanium Aluminum
* 25 Platinite Copper
* 10 Metal
* 5 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Laser Carbine
Location: Rifle
Method Obtained: Granted
Required Skill: CL 50
Damage Type: Energy/Heat
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 50 Link Steel Aluminum
* 30 Non-Ferrous Metal
* 12 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Czerka Dart Carbine
Location: Carbine
Method Obtained: Granted
Required Skill: CL 50, Bounty Carbines IV
Damage Type: Kinetic
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Titanium Aluminium
* 25 Platinite Copper
* 10 Metal
* 5 Identical Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
E11 Carbine Mark II
Location: Carbine
Method Obtained: Granted
Required Skill: CL 54, Master Carbineer
Damage Type: Energy
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 50 Kammris Iron
* 25 Steel
* 10 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
E5 Carbine
Location: Carbine
Method Obtained: Granted
Required Skill: CL 54, Master Squad Leader
Damage Type: Energy
Range: 0-50m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 50 Kammris Iron
* 25 Steel
* 10 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Pistols
CDEF Pistol
Location: Pistol
Method Obtained: Granted - Artisan
Required Skill: CL 1
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 12 Metal
* 6 Chemical
* 3 Metal
D18 Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 6
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 18 Non-Ferrous Metal
* 8 Metal
* 5 Metal
* 1 Blaster Power Handler
* 1 Blaster Pistol Barrel
* 1 Weapon Scope (optional)
DL44 Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 7
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Non-Ferrous Metal
* 14 Metal
* 4 Metal
* 1 Blaster Power Handler
* 1 Blaster Pistol Barrel
* 1 Weapon Scope (optional)
Scout Blaster
Location: Pistol
Method Obtained: Granted
Required Skill: CL 10
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 18 Aluminum
* 8 Metal
* 4 Metal
* 1 Blaster Power Handler
* 1 Blaster Pistol Barrel
* 1 Weapon Scope (optional)
DL44 Metal Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 12, Master Marksman
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 25 Steel
* 8 Steel
* 4 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Striker Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 14
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Iron
* 15 Steel
* 6 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
DH17 Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 22
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Metal
* 15 Metal
* 6 Metal
* 1 Blaster Power Handler
* 1 Blaster Pistol Barrel
* 1 Weapon Scope (optional)
Scatter Pistol (Changed in CU)
Location: Pistol
Method Obtained: Granted
Required Skill: CL 14, Novice Bounty Hunter
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 33 Doonium Iron
* 22 Ferrous Metal
* 10 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced _BLASTER_ Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Launcher Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 14, Novice Commando
Damage Type: Kinetic
Range: 0-45m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 66 Iron
* 22 Ferrous Metal
* 10 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Tangle Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 30
Damage Type: Kinetic
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 55 Codoan Copper
* 20 Non-Ferrous Metal
* 7 Metal
* 1 Advanced Projectile _RIFLE_ Barrel (Note this has been reported/bugged)
* 1 Advanced Projectile Feed Mechanism
* 5 Identical Control Unit
Geonocian Sonic Blaster
Location: Pistol
Method Obtained: Loot Schem - Geonocian Cave Yavin IV
Required Skill: CL 30
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 150 Chromium Aluminum
* 20 Chromium Aluminum
* 60 Mythra Copper
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Geonocian Power Cube
SR Combat Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Energy/Cold
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 45 Neutronium Steel
* 20 Plubum Iron
* 10 Metal
* 2 Identical Advanced Blaster Power Handler
* 1 Advance Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Power5 Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Energy/Cold
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Plubum Iron
* 15 Ferrous Metal
* 5 Metal
* 2 Identical Advanced Blaster Power Handler
* 1 Advance Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Death-Hammer Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 18 Aluminum
* 8 Metal
* 4 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
FWG5 Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54
Damage Type: Kinetic
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Iron
* 15 Ferrous Metal
* 6 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Featherweight FWG5 Pistol
Location: Pistol
Method Obtained: Loot Reward from Jabba's Thempark
Required Skill: CL 54
Damage Type: Kinetic
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 25 Axidite Iron
* 10 Ditanium Steel
* 5 Link-Steel Aluminum
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
DL44 XT
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 25 Steel
* 8 Steel
* 4 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
DE-10 Pistol
Location: Pistol
Method Obtained: Looted from 0,0 Endor and Death Watch Bunker
Required Skill: CL 54
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 35 Plubum Iron
* 18 Ferrous Metal
* 7 Metal
* 10 Diatium Copper
* 2 Identical Advanced Blaster Power Handler
* 1 DE-10 Pistol Barrel (looted)
* 1 Advanced Weapon Scope (optional)
DX2 Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Pistoleer
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 50 Titanium Aluminum
* 20 Platinite Copper
* 8 Metal
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Republic Blaster
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Pistoleer
Damage Type: Energy/Acid
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 35 Plubum Iron
* 20 Ferrous Metal
* 7 Metal
* 2 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Modified Republic Blaster
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Pistoleer
Damage Type: Energy/Acid
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 35 Plubum Iron
* 20 Ferrous Metal
* 7 Metal
* 10 Diatium Copper
* 2 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Alliance Disruptor
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Combat Medic
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Plubum Iron
* 15 Steel
* 5 Metal
* 2 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
High Capacity Scatter Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Bounty Hunter
Damage Type: Kinetic
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 33 Doonium Iron
* 22 Ferrous Metal
* 10 Metal
* 1 Advanced Blaster Power Handler
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Intimidator Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Squad Leader
Damage Type: Kinetic
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 30 Iron
* 15 Metal
* 6 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Renegade Pistol
Location: Pistol
Method Obtained: Granted
Required Skill: CL 54, Master Smuggler
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 45 Neutronium Steel
* 20 Plubum Iron
* 10 Metal
* 2 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Pistol Barrel
* 1 Advanced Weapon Scope (optional)
Rifles
CDEF Rifle
Location: Rifle
Method Obtained: Granted - Artisan
Required Skill: CL 1
Damage Type: Energy
Range: 0-35m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 12 Metal
* 6 Chemical
* 3 Metal
DLT20 Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 6
Damage Type: Energy
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 35 Ferrous Metal
* 17 Metal
* 9 Metal
* 1 Blaster Power Handler
* 1 Blaster Rifle Barrel
* 1 Weapon Scope (optional)
* 1 Weapon Stock (optoinal)
DLT20a Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 7
Damage Type: Energy
Range: 0-45m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 35 Ferrous Metal
* 17 Metal
* 9 Metal
* 1 Blaster Power Handler
* 1 Blaster Rifle Barrel
* 1 Weapon Scope (optional)
* 1 Weapon Stock (optoinal)
SG82 Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 10
Damage Type: Energy
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 40 Codoan Copper
* 20 Non-Ferrous Metal
* 10 Metal
* 2 Identical Blaster Power Handler
* 1 Control Unit
Spraystick
Location: Rifle
Method Obtained: Granted
Required Skill: CL 14, Novice Rifleman
Damage Type: Kinetic
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 45 Chromium Aluminum
* 20 Polysteel Copper
* 10 Metal
* 1 Advanced Projectile Feed Mechanism
* 2 Identical Chemical Dispursion Mechanism
* 2 Identical Control Unit
E11 Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 22
Damage Type: Energy
Range: 0-45m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 45 Plubum Iron
* 15 Ferrous Metal
* 12 Metal
* 1 Blaster Power Handler
* 1 Blaster Rifle Barrel
* 1 Weapon Scope (optional)
* 1 Weapon Stock (optoinal)
Tenloss DXR-6 (DXR6b) Disruptor
Location: Rifle
Method Obtained: Granted
Required Skill: CL 40, Novice Rifleman
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* will post
* will post
* will post
* 5 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optoinal)
Light Laser Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Link Steel Aluminum
* 35 Non-Ferrous Metal
* 15 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Berserker Rifle
Location: Rifle
Method Obtained: Looted - Corvette Missions
Required Skill: CL 40
Damage Type: Kinetic
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 35 Iron
* 14 Ferrous Metal
* 7 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
* 1 Berserker Rifle Stabilization Component(looted)
Tusken Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 40
Damage Type: Kinetic
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 35 Iron
* 14 Ferrous Metal
* 7 Metal
* 1 Advanced Projectile Feed Mechanism
* 1 Advanced Projectile Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Berserker Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 40, Novice Rifleman
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 100 Titanium Aluminum
* 40 Platinite Copper
* 15 Duralumin Aluminum
* 5 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
* 2 Identical Geonocian Power Cubes
Jawa Ion Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 50
Damage Type: Energy/Electricity
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 60 Mythra Copper
* 35 Doonium Iron
* 10 Metal
* 5 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Advanced Laser Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 54
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Link Steel Aluminum
* 35 Non-Ferrous Metal
* 15 Metal
* 3 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
T21 Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 54, Master Rifleman
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 150 Ditanium Steel
* 85 Polonium Iron
* 20 Metal
* 15 Units Gallinorian Rainbow Gemstone
* 30 Alantium Carbonate Ore
* _5_ Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Trandoshan Hunting Rifle
Location: Rifle
Method Obtained: Looted from the Medical Center Lockbox on Avatar Platform
Required Skill: CL 54
Item Details: unlimited use, 50% Cond /50% OQ
* 65 Link-Steel Aluminium
* 25 Steel
* 10 Metal
* 3 Identical Blaster Power Handlers
* 1 optional Advanced Weapon Stock
* 1 Trandoshan Hunter's Rifle Barrel(Looted)
* 1 Advanced Weapon Scope (optional)
Bounty Hunter - Special Heavy
Light Lightning Cannon (Removed from Game, Light Lightning Rifle Replaced)
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 30, Novice Bounty Hunter
Damage Type: Energy/Electricity
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Steel
* 35 Iron
* 25 Copper
* 15 Metal
* 45 Siliclastic Ore
* 150 Intert Petrolchem
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Light Lightning Rifle
Location: Rifle
Method Obtained: Granted
Required Skill: CL 14, Novice Bounty Hunter
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Steel
* 35 Iron
* 25 Copper
* 15 Metal
* 45 Siliclastic Ore
* 150 Intert Petrolchem
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Lightning Rifle (Old LLCs Converted to these)
Location: Rifle
Method Obtained: Granted
Required Skill: CL 30, Novice Bounty Hunter
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 65 Steel
* 35 Iron
* 25 Copper
* 15 Metal
* 45 Siliclastic Ore
* 100 Intert Petrolchem
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Heavy Lightning Rifle (Added in Patch 19)
Location: Rifle
Method Obtained: Granted
Required Skill: CL 54, Master Bounty Hunter
Damage Type: Energy/Electricity
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 175 Duralloy Steel
* 55 Kammris Iron
* 55 Copper
* 25 Metal
* 45 Siliclastic Ore
* 100 Polymer
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Commando - Rifles/Special Heavy
Heavy Acid Rifle
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 22, Commando Heavy Acid Weapons I
Damage Type: Energy/Acid
Range: 0-45m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 130 Steel
* 70 Iron
* 15 Metal
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Scope (optional)
* 1 Advanced Weapon Stock (optional)
Rocket Launcher
Location: Special Rifle
Method Obtained: Granted
Required Skill: CL 22, Commando Heavy Incendiary Weapons I
Damage Type: Energy
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 170 Steel
* 150 Iron
* 40 Metal
* 25 Metal
* 4 Identical Advanced Blaster Power Handler
* 8 Identical Advanced Projectile Feed Mechanism
* 5 Identical Proton Grenade
* 2 Identical Advanced Weapon Scope (required)
Heavy Particle Beam Cannon
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 30, Commando Heavy Beam Weapons II
Damage Type: Energy/Heat
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 150 Steel
* 40 Iron
* 20 Metal
* 45 Crystalline Gemtstone
* 20 Carbonate Ore
* 5 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Flame Thrower
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 40, Commando: Heavy Incendiary Weapons III
Damage Type: Energy/Heat
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 130 Steel
* 70 Iron
* 15 Metal
* 28 Liquid Petrolchem Fuel
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Acid Stream Launcher
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 40, Commando Heavy Acid Weapons III
Damage Type: Energy/Acid
Range: 0-65m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 150 Steel
* 40 Iron
* 20 Metal
* 45 Crystalline Gemtstone
* 20 Carbonate Ore
* 5 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Lightning Beam Cannon
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 50, Commando Heavy Beam Weapons IV
Damage Type: Energy/Electricity
Range: 0-40m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 150 Steel
* 40 Iron
* 20 Metal
* 45 Crystalline Gemtstone
* 20 Carbonate Ore
* 5 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Plasma Flame Thrower
Location: Special Heavy Weapon
Method Obtained: Granted
Required Skill: CL 54, Master Commando
Damage Type: Energy/Heat
Range: 0-25m
Schem Details: Unlimited, 50% Cond / 50% OQ
* 130 Steel
* 70 Iron
* 15 Metal
* 28 Liquid Petrolchem Fuel
* 4 Identical Advanced Blaster Power Handler
* 1 Advanced Blaster Rifle Barrel
* 1 Advanced Weapon Stock (optional)
Message Edited by JediGias on 08-27-2005 02:26 PM
ZionHalcyon wrote:
overpriced con artists in all of radiant.
-Stinks- wrote:
Any of my non-krayt weapons are 15K or less. I offer the most inexpensive and highest quality weapons on the server. I wasn't the one selling stupid Boba Fett Padded armor for 600k a suit AFTER the CU. And how many times did you whine to the forum mods when I called you out about posting the STATS of your armor in your trade thread, which you never once did?
ZionHalcyon wrote:
overpriced con artists in all of radiant.
Oh, you mean the armor that was ON DISPLAY IN MY SHOP so people could check for themselves before they bought it?
I never posted the stats, because you came into that thread like a billowing idiot, looking to crush whatever I had set up anyway, and I wanted people to come out to my shop, see the suit IN PERSON, IN THE GAME, and THEN decide for themselves - not have some over-rated hack tell them what to buy and what not to buy.
And like I said, while it might not compare to your fortune, 100M is hardly a "failure", and for the record, the majority of those were AFTER the CURB.
It was painfully obvious that you were threatened by what I had set up - I was one of, if not THE ONLY Armorsmith on the server to have the balls to go out and make armor just prior to the CURB, without fear of what the conversion would bring, while the rest of Radiant cowered in their corners taking their scared-to-death pills. My armor filled the void that was left when the crafting community just up and quit until after the conversion - it was a calculated risk on my part, and it succeeded - I knew I didn't make the best armor over all, and never said I did.
What I did say, and it was the truth, was that I was about the ONLY person making armor at the time. And since it was pre-curb, people could just refit it to whatever armor they wanted, which helped sales even more. Of 227 suits that I made, I sold 205. By that point, about a month and a half after the curb launched, you guys were finally caught up on resources, and ready to resume your roles making top quality armor.
But for that small window, I had Radiant all to myself, and yes, I took advantage, and if you really were any sort of a businessman in game, you would have too (hell, up until recently, that is all you did was take advantage of people, overcharging them for weapons that were made better, cheaper by other, more friendly and customer-service oriented smiths).
So hey, you really want to have a beef with me, fine - I am all up in your face, because you chose to start this, and I am chosing to end it. Leave me alone, and I would be more than happy to leave you alone, which in fact I have - I have found my new niche Bounty Hunting and being a part of Elite Squad. I don't come into your threads and start crap, despite what I now obviously think of you.
I achieved what I wanted to as an Armorsmith, and a little more - the fact that people still come to me for advice in-game for armor, and ask me who I would recommend, being a former smith,is an honor in and of itself - it means they remember the customer service I gave them, which I have long prided myself on. If you want to continue this crap, by all means go ahead. Just know I can and will fire back.
After all, as the old saying goes, people who live in glass houses shouldn't throw stones - and you sir, have a house that is see-through.....