Weaponsmith Archive

Thread: The Weaponsmith Top 5...

samijx
Thu Jun 02, 2005 8:43 pm
#53

1. Might not be a bug.....but lower level weapons do not accept advanced components. (Barrels, ABPH's, etc.) If they were supposed to change thevariety in weapons, why can't we use our magic to make lower-level weapons better with advanced components?


2.Annoying wound chance % cap. For Christ's sake, wound % is the least importnat of all weapons stats....yet it is capped so low that even when you think about clicking your mouse, you get that darn error.


3. Another non-bug, but I think all WS's ought to get more experimentation points (Similar to shipwrights) due to the fact that they split up damage and speed and they added SAC. (I know SAC is similar to what HAM was...but that never really mattered.)


4. We need schematics for these loot weapons. I'd prefer them to just be granted as WS certs., but at very least they need to be temporary loot schematics. I hate to complain abotu this cause my combat toon is a BH/carbineer and I love my proton carbine, but geez..it took me 30 minutes to run the quest and it's the single best carbine I own. That is not fair to quality weaponsmiths. This can be fixed by giving us the schematic so that we cna compete with the Loot Proton carb. stats.


5. I've noticed more and more places that won't allow me to place a harvestor. I sure would like some error message on telling me why it's so.





Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Ferrek
Thu Jun 02, 2005 9:54 pm
#54


Solscraft wrote:
I guess what confused me was that the pyvollian (i think its called) food is supposed to increase the crafting success by giving assembly bonus (which is related to crafting success) so if Bespin Port is supposed to improve the success rather than experimentation (which is what it actually lists) then its description should read that it increases assembly as well I would think.


Pyollian Cake increases the chance of one assembly going well.
Bespin Port increases the chance of one experimentation going well.

Seems simple enough to me.

And I'm pretty sure both of these are working as intended. If I remember correctly the descriptions used to mention it would work only for one roll, but I may be wrong.

Message Edited by Ferrek on 06-03-2005 12:58 AM







Arkel Kiran - Elder Weaponsmith (retired from crafting)
Kiran Arms Inc. - Clearance sale at -1291, 451 Temenos, Naboo (Kettemoor galaxy): Excellent resources and Weaponsmithing items

"Hokey religions and ancient weapons are no match for a good blaster at your side."
Maceey
Fri Jun 03, 2005 2:02 am
#55






Ferrek wrote:




Solscraft wrote:
I guess what confused me was that the pyvollian (i think its called) food is supposed to increase the crafting success by giving assembly bonus (which is related to crafting success) so if Bespin Port is supposed to improve the success rather than experimentation (which is what it actually lists) then its description should read that it increases assembly as well I would think.




Pyollian Cake increases the chance of one assembly going well.
Bespin Port increases the chance of one experimentation going well.

Seems simple enough to me.

And I'm pretty sure both of these are working as intended. If I remember correctly the descriptions used to mention it would work only for one roll, but I may be wrong.

Message Edited by Ferrek on 06-03-2005 12:58 AM




They still work like they used to. But pyrollian cake is useless now. Since we can only get a good assembly. They removed the possibility of loosing subs and resources when you assemble the weapon.


And bespin port won't ever do +2 exp points because you can't change the amount of exp points during the crafting if you equip more clothing etc.








Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
bump87
Fri Jun 03, 2005 2:56 pm
#56


1. Advanced Chemical Dispersion Mechanism and regular Chemical Dispersion Mechanism show a speed of 0.0 when crafting, and this line cannot be experimented (in fact it can be experimented, but it's stuck a 0.0 % even after amazing success). Probably because polymere has no Heat Resistance Stat


2. Spraystick requires Advanced Projectil Feed Mechanism BUT regular Chemical-Dispersion Mechanism (advanced one are not accepted for the craft)


3.Consequenceof 2, as glop grenadesrequires regular chemic-disp too, looks like advanced one are useless

Chumplestilskin
Sun Jun 26, 2005 10:51 pm
#57


I think the revamp is much cooler than I thought it would be. I enjoy the 4 lines of experimentation. It gives you an opportunity to "personalize" your style of weapon.


With that, I would agree that it is a "bug" rather than the intent of the Developers to Make 3 weapons the be all end all when it comes to the majority of sales.


1) I see no reason why I should craft anything other than an Adv Laser Rifle, Elite Carbine, and DL44XT pistol.

None of which are Master Profession Level Weapons. None can be outcrafted either by any other weapon in their class.

If I were to craft say a Renegade Pistol which is for Master Smuggler, I cannot beat the stats of the DL44XT, it's more expensive to make, and I just cut my target market down by a whole lot. I'm sure this is not the intent of the goal of the "balance" concept for the CU. Rather, I think it's an oversight by the Dev team.


Side Note: I disagree that wookie world weapons are better than we can craft. They are expensive when put on the trade forums, and a weapon that is crafted from Krayt tissues goes for the same amount of dough and can whoop a wookie world one.


2) Resources' Names being absent on the Vendor is a HUGE killer.


3) Weapon Cert Info Prior to Crafting would be handy to have w/o research material or searching the forums. Note: I believe if you search the Knowledge Base in game, the certs are wrong. At least it was for the short carbine when I crafted it.


Other than that, I like everything else so far.








````````````````````````````````````````````````````````````````````
Chumplestilskin - CANCELLED DUE TO THE NGE
Standardlager
Tue Jun 28, 2005 8:13 am
#58

Not a MAJOR issue. But VK's have a ridiculous SAC.


WHY am I making these anyway????





Boondizzle/Saxamaphone/Shogun/Slayre/Phu/Phu-
Mor-Dan
Tue Jun 28, 2005 8:42 am
#59



Standardlager wrote:

Not a MAJOR issue. But VK's have a ridiculous SAC.

WHY am I making these anyway????







becuase people buy them? then again, if no one is buying them, then that is a very good question...



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
XrioT
Mon Jul 04, 2005 11:44 am
#60


Prominent Melee Issues:


1) Vibro Lances cannot possibly be crafted to exceed many of the pre-CU converted ones. They need to either have higher damage and less SAC upon assembly, or allow us to add a Reinforcement Core.



2) Blaster fists damage cap is too low, and makes crafting a blaster fist comparable to the katarn knucklers quest item impossible. They need to raise the damage cap to something slightly above the knucklers, so a good krayt tissue and vibro enhancement can let us focus on lowering the SAC (since the katarn knucklers have only 75 SAC)



3) Stun baton cannot compare to the quest item available to a fencer. Elemental damage (per my tests)is no substitutefor the quest items raw damage and lower SAC values.



The first issue is very significant to newcomers, considering they likely can't get their hands on a pre-CU vibrolance, and it's impossible for weaponsmiths to create a comparable one for them.


Message Edited by XrioT on 07-04-2005 11:45 AM

Nyliak
Tue Jul 12, 2005 10:52 am
#61

Also posted this on the "List of Bugs and Problems Submitted to the DEV team...




The SR gateson schematics calling for generic woodaren't being referenced properly.


Max SR on any wood is 700 unless this has changed.


For non-advanced stocks, wood staffs, reinforced combat staffs, two handed axes, etc... It's computing the max sr on wood as being 1000, when it is not. Unless it has changed. Who knows!



[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]
Sent - Suck Jedi
Nyliak - Hawt Wookiee Rifleman | Carbineer | Combat Medic
Ytechal - 12pt Wookiee Weaponsmith | Master Artisan | Master Merchant
Anikc - Stolen 14pt Artisan | Master Tailor | Master Smuggler

Tricerix
Mon Jul 25, 2005 4:00 pm
#62

Weapon stat changes on experimentation aren't showing until the weapon comes out of the tool, fresh schematics sometimes don't show the modified stats, grenades aren't changing on experimentation, along with the new condition stat of repaired weapons behaving similarly.
Blackmoore
Mon Jul 25, 2005 5:01 pm
#63

Well, if crafting did subtract the amount of speed as is VS the 10% then most people would be shooting continuously all the time. Some people with a power up might even get below 0 speed. So, my guess is that it is working as intended. I mean I have a gun that I use with a damage powerup that gives me 1.08 speed. I certainly would be under 0 had the original speed number been subtracted from my total speed. Well, with modifiedspeed for sure.




EdOWar wrote:





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








Message Edited by Blackmoore on 07-25-2005 07:09 PM



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
IG-183930292
Mon Aug 01, 2005 12:51 pm
#64






Blackmoore wrote:

Well, if crafting did subtract the amount of speed as is VS the 10% then most people would be shooting continuously all the time. Some people with a power up might even get below 0 speed. So, my guess is that it is working as intended. I mean I have a gun that I use with a damage powerup that gives me 1.08 speed. I certainly would be under 0 had the original speed number been subtracted from my total speed. Well, with modifiedspeed for sure.




EdOWar wrote:





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









Message Edited by Blackmoore on 07-25-2005 07:09 PM




well if that is the case then it would be nice if the decimal was moved over a place I really think that it is actually reading it as 10x less which is really annoying, makes krayt/gorax speed changes pretty much useless if this is truely the case why not change krayt/gorax to min/max damage more like ackely bones, I am really tired of sub comps not combining like they are suppost to then having to explain to the customer how the speed isn't alot lower than the ones I have on my wall on display. Anyway just my $.02



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SyubSnub
Mon Aug 22, 2005 5:05 pm
#65

I recently read somewhere in the forum that the Krayt tissues wasn't doing what they were supposed to be doing?


Please disregard if I am wrong. I agree with many complaints about maxing on the wound. I know it is my fault for dumping exp points into whatever raises the wound above max but why even offer in the experiment stage the room to add points to the wound category if you are just going to go over anyway? BTW thanks for your time reading this


Jo-es


Lowca Server


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