Weaponsmith Archive
Thread: Consolidating Feedback and Concerns on the Combat Upgrade
bmf5000 wrote:
Can we get any info on the damage type modifications? I hear that certain types of damage are no longer a factor in weapons (ie acid, cold, heat, blast etc.), and that DOTs would become some kind of added elemental modifier.
Kinda, but not exactly. Now, every weapon has a base damage type of either kinetic or energy. In addition, some weapons have "elemental modifiers" which is just an additional amount of damage, that is of a different type. The elemental modifiers are heat, cold, acid, and electricity. Stun and blast are being removed entirely.
They're not DOTs though. DOTs have been largely removed from the game, and given to specific professions as defining characteristics (fencer, commando and CM last I knew).
Here's an example. Suppose you have weapon A that does 500 energy damage, and weapon B that does 350 energy damage, but an additional 100 cold damage. Against a foe with evenly distributed defenses, you're going to use weapon A. But if the foe has high energy resistance, for example, and low cold resistance, you'll likely switch to weapon B, as it will do more damage in the end.
Also, if new schems dont take specific named materials, will old schems now have modified resource requirements to match the lowered standards for the new weapons?
The old schematics are largely the same. In many cases, it's somewhat rediculous that a noticeably less powerful weapon will have far more complicated resource requirements than a weapon that's significantly more powerful.
Q: After the CU has gone live, will the Krayt Tissues and other enhancements that I have in storage be similarly adapted one way or another? Will they be increased to match the increased value (overall) of the advanced weapons that we have seen so far? Will they be toned down to stop 'uber' weapons from popping up again? Will they disappear entirely?
Helios_SOE wrote:
We're looking into that right now with internal testing. We're in the middle of a crafting values balance pass, so it's hard to say how exactly this will end up.
Another question related to this answer and my previous, is there any info on how the elemental damage mod will be added to a weapon, or is it a weapon specific stat with certain weapons having the extra damage type?
Will the elemental damage type stats be experimentable?
sabacc1000 wrote:The elemental damage mod is displayed on the weapon, and adds to the weapon damage. The actual number is based on the weapon, but can also be experimented upon on its own.
The only issue I see with the elemental dmg types is that the experimentation on them is hardly significant. On the republic blaster for example, it is a 1:1 ratio for experimentation points and the acid damage. You experiment one box and a great success on the Elemental damage gives a 1 point increase to the acid damage.
The same seems to be true at this point for most weapons, very low elemental dmg gain per point for the elemental experimentations be it on rifles, pistols, grenades or heavy weapons.
Kraki
hemispherezz wrote:Helios what about krayt tissue that has already been made into Krayt Adv Blaster Power handlers, how will they be converted ??? I have many many crates of these because its easier to storeIf this has been answered please direct me to the response
Short version: The system doesn't "remember" what resources and loot when into the production of an item, so it doesn't "know" that your ABPHs have krayt in them. As such, it can only convert based upon the stats.
TheBobulus wrote:
I read in another thread somewhere that when weapons are converted, they'll all have the same HAM cost for that weapon. That is kind of a disappoint for me, because I used a bunch of form-fitted stocks and 0-ham scopes in custom weapons for people, assuming that these low HAMs would pay off when the CU hit. If the idea is that "The best weapons" now will still be the "the best weapons" after the revamp, shouldn't HAM costs be taken into account? I know it's more work, but it seems like it would just be one more number table to add, not recoding a huge section.
It is worse than that! Much worse... So far it looks like SAC (was Ham) is going to be uniform for ea weapon. It also seems that Range will be the same after conversion. The worst part yet is so far all weapons seem to have a theoretical cap!!! Now this may seem nice until you realize this cap is around 20-25% above crafted max potential as far as I have been informed. (PLEASE HELP FIND CONFIRMATION) So if you create a DX2 at 94% and have it sliced for 30% dmg it will still max out at 908. Adding your expensive Krayt tissues will have no benefit really. Adding a form fitted weapon stock to your T21 to save on ham cost will have zero benefit.
We as will many crafters suffer from this if it is not addressed. We will all be producing cookiee-cutter weapons. I make the same T21s that about 20% of the WS on my server make, the major difference is I offer a model with IR +51. I have a line of Light Republic Blasters that even with scope are extremely low ham cost. Every weapon I create I make as special as I can. So far it seems that the speed experimentation line is pretty much a waste of points due to minimal effect with relation to points used. If weapons are hard capped then we have no reason to bother trying to make them any better. A DX2 pistol that is 750 dmg compared to 820 damage has the same chances of slicing to a hard cap of 908. I am still trying to get more information and I pray this information I have been given was just misleading.
So far this revamp looks as if someone tried to install an new harddrive with a wrecking ball. The changes we needed could have been accomplished without decimating the core of the game. Buffs could have had multipliers reduced or removed. Weapons could have easily been converted, Composite could have just been reduced in percent and had some stats removed entirely to make people want to use different types ( other types could have been beefed up some) and Combat Mitigations and other stats could simply have been removed. Now we have to learn a whole new system to a game that has been out for years.... a system that even the Devs wont promise to be fully operational at release!
I am trying real hard to continue to look forward to this as a positive change, but everytime I read something new about what is happening I shudder.
Implementor wrote:
basically any creativity or specialization is gone. So much for trying to tweak and make superior weapons using a combination of resources and/or nifty enhancers. I think the changes in weapons, how the work and stat caps combined with slicing system is definately making it 'cookie cutter'. All the fun of working hard to produce nifty and superior weapons has been taken away with the weapons caps/stats and the con/level system. Level trumps all. retarded
Hrmm... After doing Tradeskilling in EQ2 ... (was in EQ2 at release, taking a break from SWG tradeskilling... now back into SWG - with loss of resources/houses... duh me) ....
Is it going to be the same as the tradeskilling in EQ2 or different (after all, we still mine resources) in regards to the stat of products?
I know in EQ2, there was four class type of products (crude, standard, something, pristine) ... I hope we don't see that kind of thing here in SWG ... Like you, I liked specializing in just swords, crafting each weapon individually, trying different things out...
Bah, sorry... Not thinking in the right frame of mind... And I just recently went up to 12pts... Hrmm...
Still not rich...