Weaponsmith Archive

Thread: NEW SMITH... need help

BorisskGunn
Fri Apr 30, 2004 7:52 am
#1

been reading the forums for months, but have posted maybe a couple times...


my alt. just got master weaponsmith... but i don't understand something about resources and the way they affect the item.


lets take a blade vibrounit as an example. it requires:


steel

solid petrochem fuel

copper

enhancement (optional)


now, when i look below all this info, all the 'experimental' info lists Unit Toughnessas 100%. So,I understand that UT is the resource attribute that affects the weapon the most.


First question: does UT determine the weapons QUALITY orEXPERIMENT points?

Second question: How do I know which resource needs a high UT? What if one of the of things at the bottom listed SR instead? How would I know which resource needed a high SR?
Devero
Fri Apr 30, 2004 8:43 am
#2

Toughness will be the only stat that matters for the vibro unit. I have some nice steel with 1000 toughness and 230-something Overall Quality and made some items with 99% experimentation on damage.


It will give you more slots to use your experimentaton points on as well as give you a head's start on the non-experimented quality of the item.


Try a simple test and make a component or two with some good toughness and the same item with steel with lousy toughness. You will see the difference yourself faily quickly.



BorisskGunn
Fri Apr 30, 2004 8:59 am
#3

What if one of the of things at the bottom listed SR instead? How would I know which resource needed a high SR?
Tortilla
Fri Apr 30, 2004 9:26 am
#4






BorisskGunn wrote:

been reading the forums for months, but have posted maybe a couple times...


my alt. just got master weaponsmith... but i don't understand something about resources and the way they affect the item.


lets take a blade vibrounit as an example. it requires:


steel

solid petrochem fuel

copper

enhancement (optional)


now, when i look below all this info, all the 'experimental' info lists Unit Toughnessas 100%. So,I understand that UT is the resource attribute that affects the weapon the most.


First question: does UT determine the weapons QUALITY orEXPERIMENT points?

Second question: How do I know which resource needs a high UT? What if one of the of things at the bottom listed SR instead? How would I know which resource needed a high SR?







Does UT determine the weapons QUALITY orEXPERIMENT points?


UT will determine how high you can go upall lines of experimentation. in theory, If all yourresources have 1000UT you will be able to go 100% onany experimentation line you wish to chooseon a vibro unit. Too bad it will never happen becausesolid petro fuel doesnt have a UT attribute, desh capped around 400, and platinite around 750 (advanced vibro unit). The points always remain the same and depends on the skill level of your charcarter. You are master weaponsmith you will always get 10 points to play with no matter what resources you are using. It is good to practice with non advanced components, use didferent resources and you will notice when you examine the unit how the stats change, that will give you an idea of how it works.Always try to make the advanced component and compare statsto the non advanced ones and choose which one you like best.


How do I know which resource needs a high UT?


Examine the resource and there is an attribute called unit toughness and a nice little number next to it. The numbers range from 1 to 1000, where 1 stands for worst and 1000 for perfect. You will find resources will never hit close to 1000 on certain attributes and are capped at a certain value. When a schematic calls for 100% UT on attributes it means UT is the only stat the matters on ALL the reosurces used in that particular schematic. Higher UT, better numbers on component/weapon. On the other hand, if the schematic calls for 100%SR on all attributes and you are using high UT resources on it, UT wont do thing anything good to your final product.


What if one of the of things at the bottom listed SR instead?


Not so clear on the question. I assume you mean if the same schematic? say a schematic is 100%UT for damage and 100%SR for range? If so, which i think is never the case on WS, you will choose the combination of resources which will give you the desired result. Lets say you only care for damage, so you will use resources with the highest UT attributes. If you only care for range, you will use the resources with highest SR attributes. If you care for both, you will use a combination of ok SR/UT resources which gives you a decent result on both damage and range.


How would I know which resource needed a high SR?


With this i know you must be very confused, first crafting profesion?Ill try some examples maybe you can catch on. Lets say a schematic says 100%SR for all attributes, this means ALL the resources used on the schematichave to bethe best ones you hold on SR, higher SR resources will produce better numbers on the product.


Hope this helps. GL




Masta Weaponsmith
Shop @ -4680 3350 Naboo 1000 meters SE of Theed
Batikki
Fri Apr 30, 2004 9:27 am
#5

Each area you CAN experiment in will have the applicable qualities and percentages for each. For example a lot of schematics require metal with high CD and OQ, and each will contribute 50% towards experimentation within that area. If the percentages are, say, 60% and 30%, you'd want to use the resource with the highest called-for quality to contribute the 60% where it will do the most good.



Make sense?



B




B'leto Batikki, Starsider
Owner, Outback Weaponry, Vagabond's Rest, Naboo
Master Weaponsmith
Mostly Master Artisan
0-1-4-2 Pistoleer
BorisskGunn
Fri Apr 30, 2004 10:14 am
#6

ok...i dont have my tool open.. so i am making this scenario up...


lets say a weapon required...


steel

copper

petrochem


and at the bottom it says...


speed

UT 50%

OQ 50%


damage

SR 50%

OQ 50%


does that mean that in order for this weapon to have BOTH fast speed AND high damage ALL THREE resources would need to have ALL THREE catagories high?


sorry if i sound like an idiot.. but i just wanna get this system completely down.
sabacc1000
Fri Apr 30, 2004 10:40 am
#7






BorisskGunn wrote:

ok...i dont have my tool open.. so i am making this scenario up...


lets say a weapon required...


steel

copper

petrochem


and at the bottom it says...


speed

UT 50%

OQ 50%


damage

SR 50%

OQ 50%


does that mean that in order for this weapon to have BOTH fast speed AND high damage ALL THREE resources would need to have ALL THREE catagories high?


sorry if i sound like an idiot.. but i just wanna get this system completely down.







Well...you're never actually going to have this scenario because damage and speed alway go together, but in principle you're right. If this were possible, then you would need a high OQ, SR and UT on all resourcesto make the perfect weapon (assuming those resources even have those stats).


However, you won't have to worry about this situation very much in weapons crafting. Generally, you're going to have very straightforward 50/50 splits, or 100% on every attribute. If it's a final gun for example, every stat will be 50/50 OQ and CO. The situation you're describing is something that comes up much more in Armor crafting. With weapons, a wide variety of special resources are needed, and the particular stats needed for any given item vary from item to item, but the the stats of a particular weapon or subcomponent will all be affected by the same resource attributes in generally the same percentages.




Ackeeba Owadu
Master Weaponsmith - Intrepid
Ackeeba's Weapons Emporium - The Promenade
Tatooine (2599, -4428) outside Mos Eisley

"In the modern lexicon, to sully a reputation would be "to talk smack about."
- Niix Starkyller

Weaponsmizzle..../wearTshirtWithPride
Dodece
Fri Apr 30, 2004 10:19 pm
#8

With weapons the scenario is rarely one of three stats being important if ever. Here is a nice way to look at it. Say your schem calls for conduc OQ it will be that way throughout. I cannot think of one where it is not. You get out a material now add the conduc and oq together. This is the resource number. Trust me when looking side by side sometimes you might miss something that has fifty more points to it. Now compare it to another material with the same system. Simple way to figure out what is best to use. Now if the material is say 66 33 oq. Conduc is the more important, but do not neglect oq. That would be a big mistake. Say you have a copper with ninehundred conduc and 300 oq. But you have another that is 850 conduc and 800 oq at this point you should go with the material with the higher combined stats.


If in the unlikely case that you come across a schematic that has three stats of import. Then its simply a judgement call, and an easy one at that. Damage speed all the way. Most important, and the greatest reward. No matter the experimental value on durability efficency and range. You always can cut or add the same number of points. On a pistol each experimentation point will cut off one ham, on range it will only add one point to ideal, and on durability you will add between fifty and a hundred. While on damage you might knock off a second or more of time, and add upwards of a hundred points of damage depending on the weapon, or subcomponent as the case may be.


In conclusion you want to do what the damage mod tells you to do. Use materials that have the highest combined stat that is appropriate. Also I noticed you have a hard on for vibro knucklers. I am just guessing here lol since vibro blades lances vibrolances, and vibroaxes do not enjoy the fan base these fellows do. You want to use duralloy steel. It takes up most of the slots, and I think there is one copper in there. Cannot be sure its been a few weeks. Anyway use your new surveying droids, and if they find duralloy immediately go check it out.


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