Weaponsmith Archive

Thread: The 12-point myth dispelled.

Turd_Ferguson523
Mon Apr 04, 2005 3:44 pm
#40

Meh sounds more to me like there are several folks that can't afford to pay for them and want to attempt to discredit those that could.



Makiino
I've found no people for killing time, so I found time for killing people
[Combat Medic] - [Master Rifleman]
Melting Imperials, from the IMPside out

ShugFlurry
Mon Apr 04, 2005 4:07 pm
#41

When you've got the server's best resources ain't much to spend things on cept a nice 12pt suit And maybe resources for fs grinding...



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Skorbane
Tue Apr 05, 2005 3:16 am
#42

Go craft a advanced weapon stock....Then tell me if you think 2 extra rolls would help...That is one of the many small examples I could give you..If you think range is not that important, your mistaking..I will go as far as exp'ing on range vs. condition with my extra 2 rolls on anything that would be catagorized as a "pvp" weapon. Took me a long time to become a 12 pt smith. And if you dont care about the minor details such as a few extra points of damage, range, or condition then your right becoming a 12 pt WS would be a waist ....



in-game name Skorbane
Shop located in Fort Lok
BruSwillis
Tue Apr 05, 2005 5:48 am
#43

Its been said before in this thread that the original poster is so wrong it's quite scary how envious he is of 12pointers.


You have compared yourself to a well known 12 point smith on your server with 1 componant that you only experiment in one line for damage. The extra points that go in the 2nd line (cond) of an APBH (us 12pointers get 3 extra points left over after filling the damage line) do not do anything to the finished product so we do not use them (they make no difference but if you get a bad experiment on that line, you damage can go down)
But
You need to compare your 10 point finished weapon against your competator that you compared yourself with who is a 12 pointer.
His weapon will be superior to yours because of the other componants he can utilse his extra points in. He may well have better range in his scopes, better damage in his stocks and then use his extra points in bringing down the HAM in his final build as he was able to get better range on his scopes for a couple of extra points on the HAM.


You cant "dispell the myth" when you dont even tell the full facts.


Compare like for like here in this thread on a finished weapon, one from you, one from the guy you mention in your original post and we will dispell this "myth" once and for all if as you say, there is no difference between a 10 and a 12 point smith.






_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

Mor-Dan
Tue Apr 05, 2005 12:24 pm
#44

lol.. the 12pt envy thread


i promise you, the fact i am 12pt has made all the difference in me becoming the next "big thing" on my server. number 1, there are somethings you CANNOT do that we can on the overall scale, and when you talk about dmg it is much easier for us to get a 40/40 weaponstock than it is for a 10pt. it can be done, but not as easily. now, i might agree that the SECOND point isn't that big of a deal, but that 11th sure is. at that point you can begin making your weapons in a way that will give them better DPS than a 10pt smith. don't forget about the accuracy line, young padawan. dps is NOT configured by weapon speed and dmg range alone. if you can't hit the broad side of a barn, then your 300dps baby isn't worth a dam. i have rifles that Jedi actually fear because they are accurate enough to hit a MLS jedi knight. so if you want to keep explaining to yourself why you don't want to spend the money to be the BEST you can, go right ahead. no one said you have to be 12pts to be succesful. however, if you want to be known as the best you better have the extra 2 plus the force crafting lines...



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Rhadida
Tue Apr 05, 2005 12:38 pm
#45

you forget the fact that WITH experimentation tapes (as well as Assembly) upto +25 is not just for the extra experimentation points, the +25 also serves for the less Moderate Experimentation Results. Consider you always use Bespin port to get +12 to your next experimentation, now for the first 10 points of experimentation you have +25 extra, so no need to use Port there, only with the last 2 points of experimentation you have to use Port. I really notice the difference with or without my +24 experimentation suit, when it comes to Great successes. I rarely have a Moderate and when I do it is always with the last 2 points of experimentation.


And the 2 Points do matter, when you want to make a better weapon, you say +1 or +2 to range or -1 or -2 to HAM doesn't matter, well it does. with an Acklay PH a 10 point gets -40 to all range a 12 point get -28 to all range, so see the difference there. And when I use exeptional Scopes, which have +100 to range, 2 extra points to experiment on that will give it about +10/+20 extra Range again. So you utilise the best of the resource and components.


And when you use crafted components and use the extra 2 points to range (for example) and again when crafting the weapon you get like +5/+10 to range, so the 2 extra points really do matter. Same with HAM when you have a VK with 8 less HAM costs, you will need less Focus to not loose any mind whne using the weapon.



I know a lot is going to change with the CU, but as I have seen, you still have a Range mod and the HAM cost is WAY higher, VK's (from Froggie) and they have 120 special cost, so with the extra points you can get this down with a few needed points, so you can use more specials overall. We will see if the 12 pnt's are getting better weapons, but I am sure they will.


Just my 2 cents....



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IGN: Rhadida
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