Weaponsmith Archive
Thread: What exactly will the upcoming nerf do?
Message Edited by Nightshift100 on 03-15-2004 01:24 AM
I just started playing over a week ago after not playing since September and I aim for Weaponsmith as well as Architect and Droid engineer but my feelings is this was bad timing to start playing again, so I won't get a chance to really see what weaponsmith should be like.
JohnAdams wrote:
The problem with that is that most of the high end weapons require resources that do not have good stats. The only weapons that rely on really high end resources are the low level weapons. Plus, since 90% of the players only look at damage, people will max out this stat regardless.
That's fair enough, but I was under the impression (from Chysalide's post re: experimentation change) that the fact that certain resources cap at low levels is accounted for in the schematics themselves, and the max attributes possible with these capped resources are the attributes that the developers intended from the beginning. Did I read that wrong?
DJJazzyJedi wrote:
Another point that I have heard from testers on TC is that by putting all of your experimentation points in one line with high-end resources, it is possible to make that one line better than it is today. With that in mind, wouldn't it be possible to bring a line to the current max without using all of your experimentation points, thereby freeing up some points to put into other lines?
Just curious...
The only way there will be free points is if you hit all amazings...
Take your resource weighted stats... 50/50 CD/OQ... 50 units of this, 16 units of that, 4 units of those... Take the totaland divde by the total number of resources... Say this number comes out to 870... You will currently be able to hit 87% on experimentation and The base assembly % should start at 26% (except HAM costs on final guns - seems to follow different rules on most schematics)...
Under current system you will hit max experimentation % with 9 7% greats... Under new system the % increase from greats will be a variable based on resource stats... In this case it would be 6.1% (87% - 26% / 10)... Taking all 10 points to do what 9 did previously... An amazing will increase the CAPand GAINED experiment % by aprox 1% of a great success... In this case 6.6% Gained on amazing (more than likelyt rounded to 7% displayed) and .6% applied to cap...
Making similar pieces to today's equipment will be VERY hard and more than likely will be 12 point amazings as I really do NOT see it being mathmatically possible given the contraints of the new experimentation...
DJJazzyJedi wrote:
Another point that I have heard from testers on TC is that by putting all of your experimentation points in one line with high-end resources, it is possible to make that one line better than it is today. With that in mind, wouldn't it be possible to bring a line to the current max without using all of your experimentation points, thereby freeing up some points to put into other lines?
Just curious...
I believe that is the case. It's just too tempting for some not to keep plugging the points into the most important attribute. I think if you currently use 5 points to max a certain stat and then use 5 on another stat, you could still do that after the patch, but in my experience it takes slightly more points to get to the same levels. But then you can go higher than you currently can.
Note: This is a theoretical example based on my Test Center crafting:
- currently you use 6 points to max out damage then you put the other 4 points into condition
- with the new system you would need maybe 7 points to get the damage to the same level (but you could go higher if you wanted) then you can put the remaining 3 into condition.