Weaponsmith Archive

Thread: What exactly will the upcoming nerf do?

Nightshift100
Mon Mar 15, 2004 2:23 am
#1


I am sure this is a redundant thread so I am sorry. But I have made my first ever crafter character on Shadowfire and have been working him up the smuggler and weaponsmith trees. But I've been reading all these posts about how we are going to have some new publish come out that will totally wreck the profession. What is it, exactly,going to do to us?

Message Edited by Nightshift100 on 03-15-2004 01:24 AM



Tol Laikie
Weaponsmith, Smuggler, and Resource Vendor
I have a merchant tent in Mos Vegas 46m South of the Shuttleport
Tol's Guns Drugs and Resources -436 -5546

~I can't find my feet!! Just what was in that tea anyway?!~
LemyDaBigHairyWookie
Mon Mar 15, 2004 3:53 am
#2

Currently on schematics that have a specific material requirement you will max out spd/dmg in 5-9 points (depending on your resources and the schematic) leaving the other's for accuracy, HAM, or durability...For examplewhen i make a Republic Blaster currently Ihave 2-3 points leftoverafter maxing damage for condtion/ham... After the 'nerf' it will take all 10 points tomax out damage...


This won't affect the unrestricted materialguns NEARLY as much as those that use polonium, plumbum, axidite, titanium or other such inheriently low CD/OQ materials... Look for that shiny new RB you just bought to have 827 condition instead of the 990's we can make now (Long lasting Guns are what my customers want from me after Damage considerations)...


Certain parts will be the hardest hit... ADV Vibro Units... ADV Blaster Rifle Barrels... Those normally cap out on damage within 5-6 points... Once again leaving room for accuracy (orHAM mods for Vibro Units) improvments... After this 'nerf' I will be hard pressed to justify using ADV rifle barrels over regulars...


Now for the good news...


An amazing success will raise the MAX experimentation % by a certain ammount when one is achieved... Making it possible to hit 100% on near perfect resources (940 SR on a 100% SR melee weapon)...


Under Current System the crit fail rate is a static 5%... This number will be modified by +assembly/experimentation skill... Also resources will contribute to this to a currently unknown degree... Basically better resources = greater success rate


Your time will be freed up for other things as the time consuming tweaking of experimentation(i.e searching for the right combinations of experimentation points to get what you want) will no longer be emphasized quite as much... It will be just throw all 10 points in one line and forget about it... Unless you have the luck and money to get Tapes (Can't getthese ATM since everyone is speculating on the NERF)



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
Nightshift100
Mon Mar 15, 2004 5:07 am
#3

Thanks, very helpful.



Tol Laikie
Weaponsmith, Smuggler, and Resource Vendor
I have a merchant tent in Mos Vegas 46m South of the Shuttleport
Tol's Guns Drugs and Resources -436 -5546

~I can't find my feet!! Just what was in that tea anyway?!~
SpunkyKuma
Mon Mar 15, 2004 7:51 am
#4

That doesn't look [i]too[/i] bad, but seems it'll be more restricted on more advanced schematics which of course would definately be harder, the critical failures bug me alot and I notice it increases when mind goes down.

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.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
DJJazzyJedi
Mon Mar 15, 2004 9:25 am
#5

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...
JohnAdams
Mon Mar 15, 2004 11:33 am
#6

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.



CrazyBob - grumpy old weaponsmith
Check your global south of Dearic on Bria
DJJazzyJedi
Mon Mar 15, 2004 12:16 pm
#7






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?

LemyDaBigHairyWookie
Mon Mar 15, 2004 12:29 pm
#8






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...




Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
DeQuosaek
Mon Mar 15, 2004 3:19 pm
#9






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.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

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