Weaponsmith Archive

Thread: I knew that was coming....

Muzz
Sat Aug 27, 2005 12:51 am
#40

Cheers Shug, I thought it time I made it more colourful, the old grey was a bit dour. Also help advertise the new vendors in the ongoing expansion of the Rancho Shopping Experience.


I really must make toons on other servers sometime and visit the vendors of some of the posters here. Would be interesting.





Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Cafa
Sat Aug 27, 2005 12:57 am
#41






Maceey wrote:





Cafa wrote:





Maceey wrote:






Cafa wrote:





Muzz wrote:

If the previous resource change was not relevant to any other profession, it couldn't have had an adverse effect on anyone. This change would have done. Yeah, but that doesn't matter for selfish entertainers does it?


Youstill havethe buff yet you're still picking a fight.







Can you read at all? I'm one of the most varied crafters on Tempest for the past two years, my entertainer is just used for fun.


So, now that you and yours have gleaned your nerf, when shall we expect the cries to return experimentation back to where your resources are crappy again? Yeah....







So your a crafter. Well sorry then your not very smart crafter. The new resource quality calculations compared to the old ones make no difference at all. Well a very small one some older resources that used to be the best are no longer the best. Especially for irons since they have low CD.


Before the CU the stats where all 1000. We couldn't max every weapon and well i was very happy with that. The so called bad resources like iron with low cd would made sure a weapon didn't get to max damage without loot enhancements. Now when the devs made this systemthere was a balance. But this was all before uber buffs etc you can say it was a bad balance. Good till the uber buffs came since ham costs didn't made a difference then.


Now the cu came and they balanced all the weapons by making caps on them. You can say that Weapon X with cl 40 has a max-damage range of 0-500(never had a crit failure on damage so don't know 100% sure that it goes to 0 dmg then(speed/wound does do that) So if you have resources used and your base assembly is 28% the system says oke you start with250 dmg. Then you can experiment up to 100% max if you have perfect resources. You won't hit the cap on a lot of weapons even with perfect resources you will get 100% but that's not the sac/dmg/speed cap.


So there was a balance pre-cu and there is a balance post-cu. Tell me what's the difference changing back the experimentation system. Besides that i can use my old irons that used to be the best in the old system and they are no longer the best now. And don't say with the old system you didn't get to 100%. That's not the issue it doesn't mather there was a "balance" in them and the devs used those "bad" resources to make sure a weapon didn't go to high.








I just seriously wonder if you even read what you typed...? The experimentation changes previously meant nothing?


okies.


lag


/trades a melon






Oke since my post isn't good enough let me quote hurlobacca from the other thread:


[Hurlobacca


For someone who claims to know so much about WS you sure seem clueless about this aspect of crafting. First of all, the old resource valuation system was in place pre-CU, the new system came into being with the CU. For that reason, it's erroneous to call the change in resource valuation an upgrade since you have no way to compare pre and post CU weapons since the weapons stats are completely different.


What you are failing to realize is it's irrelevant whether a plumbum iron that's 120/1000 (approximate max)is valued at 55% (old)or 100% (new). Both represent the best this resource is capable of achieving so in essence it's the same either way. Take the T-21 for example. Under the old system, if you made one using maxed out resources on everything I think you'd get about 420 max or so. The same holds true with post CU weapons that if you use perfect resources, you will hit a certain number beyond which you cannot go without the use of enhancements. The quality of the weapons we are capable of producing relative to the best that can possibly made has remained virtually unchanged despite the change in the way resources are valued because the relationship of our resources to the caps for those resources has also remained virtually unchanged.


When the damage formulas are created by the devsthat determine outcome based on resource quality, you can be sure theyknow what they want the max dmg for certain weapons to be based on how it would turn out with perfect resources. That's why I always found it so funny when people complained about the quality of plumbum or rhodium,etc. If the devs had left all resources with 1000 max stats, it wouldn't have changed the outcome of your crafting efforts. They simply would have adjusted the fomula that determines the crafting outcome.


Personally I preferred the old method for determining resource values as it was simpler to compute and you didn't need to know anything about resource caps to make your calculation.


I'm also in favor of giving entertainers new content but the 10% resource buff was a stupid idea. Most older players wouldn't get full benefit as most of their resources are already valued over 90% so there would be an unequal benefit to people who haven't spent the time on their profession that others have. I'd rather see entertainers give a buff that enables surveyors to launch survey droids that can located actual spawn sites. That would benefit all crafters equally, provides lots of business for entertainers, and would also stimulate droid sales for DE's.


Hurlobacca]


Maceey: Please if you don't understand this drop the argument about the previous system. You lost that point in 2 threads now.






They only remain unchanged because of the experimentation changes. Otherwise, you wouldn't be where you are at for the stats of final combines. I would have thought this was self-evident from your commentary.


Sorry, I thought it was time to reintroduce the SWG Turing Test.


Fivo Asia





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Page 4 of 4