Weaponsmith Archive
Thread: The hard facts about the Weaponsmith tool kit please?
It add +5 to weapon assembly and +3 to Weapon Experimentation and +5 i think (correct me if i am wrong) to Weapon Repair
The +5 to weapon assembly improves the initial assembly of the weapons. Using that + being in a research center status player city helps
+3 to weapon experimentation improve the experimentation process of weapon. Once you get +10, you will have 1 extra points to experimentation. Default for master ws, you have 10 points to experiment with. You could get up to +2 additional at most.
+5 to Weapon Repair. Supposed to improve the weapon repair. Not sure if it actually work. I have +10 on me.
Ok thz, so if I add another +7 to wep experimentation, I get another Exp point?
I assume your improved stats are the results of skill tapes etc?
It's + 5 for assembly, + 3 for both experimentation and repair. It is basically like havinga piece of clothing with those 3 skill tapes in them. On my server, experimentation tapes go around 1 million credits per point. I suspect that will drop over the long haul. But it's a pretty good start, nonetheless.
You get 1 experimental point for a total of +10 in skill mods. Max of 2 points. Lord only knows what the assembly or repair really do. But at least it gives you a warm fuzzy feeling ![]()
if so...YAY! (well yay with the assumption they they will oneday fix SEA bugs)
Message Edited by Soar on 03-22-2004 06:50 PM
smithmiketx wrote:
I haven't managed to come up with the cash for any tapes yet, so I wanted to understand better what you're saying. Is the issue whether the clothing itself was already modded (i.e., don't put a +2 tape in your toolkit that's already +3 exp), or can you only have one tape active on a piece of clothing at a time (i.e., you can't have a +1 and a +2 tape on the same piece of clothing)?
One way of readingthe post would be that you should only put one tape in each piece of clothing- but then I can't imagine ever gettting to +10/+20.
LemyDaBigHairyWookie wrote:
smithmiketx wrote:I haven't managed to come up with the cash for any tapes yet, so I wanted to understand better what you're saying. Is the issue whether the clothing itself was already modded (i.e., don't put a +2 tape in your toolkit that's already +3 exp), or can you only have one tape active on a piece of clothing at a time (i.e., you can't have a +1 and a +2 tape on the same piece of clothing)?One way of reading the post would be that you should only put one tape in each piece of clothing - but then I can't imagine ever gettting to +10/+20.It will take the tape, loose a socket and the bonus will be nullified... This works this way for previously SEA tape merchandise AND/OR Bio-E tissue Clothing... Say you find that +10 experiment tape but it also has +11 Bleeding Def... Stick it in a Bio'ed shirt with Bleeding def and you have your +10 experiment shirt... We have had this come up quite a bit with multistat tapes including one with +experiment for both armor and weapons...only 1 tape in each piece of clothing is how we are limited... It makes those +1 tapes rather worthless unless you already have a large bonus from other pieces...
That's not the way it is supposed to work though. TH is looking into a fix for it. He hasn't released any ETA though
-Soar
smithmiketx wrote:
I haven't managed to come up with the cash for any tapes yet, so I wanted to understand better what you're saying. Is the issue whether the clothing itself was already modded (i.e., don't put a +2 tape in your toolkit that's already +3 exp), or can you only have one tape active on a piece of clothing at a time (i.e., you can't have a +1 and a +2 tape on the same piece of clothing)?
One way of readingthe post would be that you should only put one tape in each piece of clothing- but then I can't imagine ever gettting to +10/+20.
Basically, you can add tapes to anythingas long as it has available stats, but if that stat is already one of the ones on that item, it doesnt stack, it just swallows up one of them
Example:
You have a plain shirt with four sockets. You already have a weapon experimentation +3 that you have previously attached to it, leaving you with 3 available sockets. You can add any other stat mod and it will work fine. BUT, if you add another tape that has, say weapon experimentation +1 to it, you'll lose the +1 tape out of your inventory, but the shirt will still be weapon experimentation +3. The +1 will have been lost since they do not stack.
In the example of the weapon crafting apron, the stats that are built in to the apron are there and will work. But, if you add a tape that has the same mods on it, the tape will be lost and no mod added to the previous one as in the example above.
Also, for those people that may buy tapes from other players, it is important to know that on multi-mod tapes (Ex--CLothing Attachment: Rifle Speed +3, Weapon Assembly +2), ONLY the first mod listed will actually work. So, in the case of this example, only the RIfle Speed will actually be counted. The weapon assembly mod will dissapear