Weaponsmith Archive
Thread: The Weaponsmith Top 5...
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.
Pyollian Cake increases the chance of one assembly going well.
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.
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
Ferrek wrote:
Pyollian Cake increases the chance of one assembly going well.
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.
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.
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
Not a MAJOR issue. But VK's have a ridiculous SAC.
WHY am I making these anyway????
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...
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
EdOWar wrote:
Ferrek wrote:
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.
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.
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
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:
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.
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.
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
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