Weaponsmith Archive

Thread: Quick Question about Warhead Stabilizing Device

Fragaholic
Thu Nov 06, 2003 10:24 pm
#1

I'm looking at the schematic for the Warhead Stabilizing Device and it lists 21 units of inert gas. Percentages are 50% conductivity and 50% Unit toughness. Inert gas has neither of these. Has anyone seen how the quality and DR of inert gas affects the final product? According to the schem it shouldn't matter at all.


I could use some fast feedback. These rocket launchers take forever to make as it is.



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sabacc1000
Thu Nov 06, 2003 11:12 pm
#2

I haven't done a serious analysis on this, but i have used decent inert on some, and really crappy inert on others. As far as i can tell, i've been able to experiment both of them to about the same level, so i'd say that it doesn't matter, which makes sense based on my understanding of crafting in general. With this new experimentation on test though... these could take a huge hit after patch.



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Talaczar
Fri Nov 07, 2003 5:56 am
#3

My understanding is that resources with missing stats are the same as resources with stats valued at zero. So in the case of OQ and Conductivity, if your stat had 1000 OQ but missing conductivity, it would contribute just as much as something with 500 OQ and 500 Conductivity.


This is all a nice hypothetical discussion however considering in your case no type of Inert Gas has "contributing" qualities. This means that you could use any quality of resource to the same result in this particular assembly.


If it ever gets to the point that schematics are made more complex by having different resource characteristics impacting different assembled characteristics (i.e. conductivity and OQ on speed, HR and SR on damage, etc), this would have the double whammy of making everyone's stockpile of resources somewhat less useful (and far more complicated) as well as making it so that something like your Inert Gas would contribute to some weapon characteristics rather than others. I bring this up because I know that this was "original design intent" for crafting, and was taken out because of the complexity it provided for balancing / testing (read: it was bugged to heck).




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