Weaponsmith Archive
Thread: Reference for Weapon Caps
That's good to hear. I was getting a little discouraged. I didn't want to have to use krayt tissue and gorax shards on every weapon while doing this. It was just suprising to not hit the speed cap on such a low level pistol with such good components. I managed a speed of 1.31...guess I'll keep trying.
Another question about the components you crafted......what specs did you reach on them? did you hit a cap on them as well?
thanks
Message Edited by WedgeFan on 05-03-2005 11:04 PM
Since there is no way to enhance a Metal Staff, the cap will only be achievable through looting. Perhaps someone hasa Metal Staff (Exceptional) that could give us a better idea.
WedgeFan wrote:
I also did a metal staff with 1000SR steel....got 100% exp on spd, dam, and efficiency and got these numbers
Max Dam: 110
Wound Chance:7%
Speed: 2.25
SAC: 85
However, I did not get a system message saying any of those had been reset by the crafting tool. Are those the maxes, since I hit 100% exp?
Just some more Numbers
I see on the orignal post that you have DL44 Metal Wound down as 10 something, but I just did it tonight and caped at 28.75 % just wondering if it was a mistype somewhere.
Other Caps
A few more.....
D18 pistol
Wound Chance: 9.2%
Striker Pistol:
Wound Chance: 14.95%
Speed: 1.73
FWG5:
Speed: 1.73
Message Edited by WedgeFan on 05-04-2005 10:10 AM
Got another one here...
Scatter Pistol:
Max Damage: 356.50
Wound Chance: 28.75%
ElvisTheKing wrote:
I was using some post CU weapons the other night. Some of the pistols' SAC cost was 110 +/- a few points. I found that while each shot was more powerful (as these guns were tuned for higher damage methinks), the SAC costs were really high. Even with decent food, my action would drop like a rock. I think knowing the SAC cap is going to be very important.
i've been running a few experiments with a master smuggler/pistoleer, customer who came in and we started chatting. While the DPS on my say DL 44 XTs is really sweet the SAC costs were like those stated above. From his practical experience 110 +/- was way too high,,,,so after about two late-night sessions we hit upon a happy medium good dps with SAC in the mid-90s...his opinion was that under 100 would be better and say around 96 +/- even better with a corresponding, but not too significant drop in DPS.
Perhaps this is just a pistols thing as nobody asking for rifles/carbines has yet said the SAC was important to them.....still it's still early and I think SAC will be an important factor for a number of peeps.
RSF Sword
Max
Speed
Wound 27.6%
Message Edited by Kellisanth on 05-04-2005 07:01 PM
E11 Carbine Mk II Max dmg cap = 1063.75
Made a E11 Rifle with some nice krayt tissue
Max Damage is 592.25 but still nice for a level 22 rifle.
I was using some post CU weapons the other night. Some of the pistols' SAC cost was 110 +/- a few points. I found that while each shot was more powerful (as these guns were tuned for higher damage methinks), the SAC costs were really high. Even with decent food, my action would drop like a rock. I think knowing the SAC cap is going to be very important.