Weaponsmith Archive
Thread: Ahazi-TC ALR conversions
Page 1 of 1
Bluedoots
Wed Nov 09, 2005 11:55 pm
#1
I looked over some of the ALRs I had sitting around and how they converted. All are unsliced.
key: S=speed, D=Damage, SAC= action cost, A=accuracy
original stats on top line
conversion stats on next line (damage is the only stat)
S 2.48, D 523-1023, SAC 95, A 9, 314.06 dps
129-258
S 2.62,D485-1068, SAC 82, A 7, 296.74 dps
129-258
S 2.51, D 475-1094, SAC 82, A 11, 312.25 dps
128-255
S 2.49, D 455-1127, SAC 85, A 61, 318.04 dps
127-254
S 2.53, D 489-1162, SAC 82, A 56, 326.0 dps
126-252
S 2.51, D 485-992, SAC 94, A 7, 293.77 dps
130-260
*Edit: added some sliced ALRs below*
S 2.46, D 463-1130, SAC 86, A 9, 323.39 dps
130-259
S 2.55, D 512-1023, SAC 82, A 9, 300.33 dps
129-258
S 2.55, D 508-1019, SAC 82, A 9, 298.77 dps
128-255
S 2.47, D 499-1181, SAC 85, A 17, ? dps (without powerup)
S 2.62, D 663-1345 (had a 33% damage powerup on it when it converted)
125-250
*End of Edit*
The last rifle converted the best and is my standard, unenhanced factory run version with the worst stats pre-conversion. I would have expected that the best weapons pre-conversion would have the best stats after the conversion. About the only pattern I see is that conversion stats are inversely related to pre-conversion maximum damage. Maybe there's a penalty for guns made with Krayt. I wasn't able to log on a rifleman toon who had a powerup on his ALR.
My stacks of Krayt tissue and all other loot components have no stats post-conversion. I know smiths are hoping they can use enhancers but it doesn't seem to fit in the new system. All the schematics in my datapad had stats but I didn't try to see if they actually worked.
I couldn't figure out how to open my factories since I couldn't get radial menus to work but something finally opened and it was empty. I don't know if it was input or output but there was stuff in both compartments of all my factories pre-conversion. I'd suggest that everyone empty their factories before Tuesday.
My weaponsmith is also a Jedi so I respec'd him to Elder Jedi. I was still able to use my vendors except that I couldn't put any items up for sale since I no longer had merchant skill. It works the same way it does now if you drop merchant skill.
I don't think I'm going to like the new combat. In the short time I tried it the main thing is to keep your cursor over your target as it moves. A pre-nerf Rep Blaster was still useable and it was a challenge toshoot critters who hopped as they moved intomelee range. A strategy of moving side to side quickly while attacking might be successful in PVP. The person who is best at keeping their mouse cursor over a moving target is going to win and weapon stats will be almost insignificant.
I don't like the new interface but maybe I could get used to it if I kept playing the game. It was funny watching all the people who were trying to talk and instead were bouncing when they used their spacebar. It seemed like there were bugs everywhere but maybe I just couldn't figure out how things work.
I doubt I'll continue playing. As soon as I could get my business rebuilt and running smoothly it would probably get wiped out again by another upgrade.
*Edit below*
I tried combat with myCL 80 Jediand converted him to a spy. I couldn't wear Ubese armor like the picture of the spy I picked. After I played around and got familiar with combat it was fun. It's much easier to kill big targets than little ones. Little low level quenkers hopping around and running in a zigzag pattern are much tougher for me than high level graul maulers, bols and pikets who lumber straight at me. Pistols seemed more effective than rifles because they fire like machine guns. I found a pistol on the bazaar that converted better than any of my enhanced ones. I'm not sure if I will keep making weapons but combat might be worth trying. I need to learn how to target little moving targets better. I was having trouble using specials effectively but I seemed to do more damage with the default machine gun attack than the others in my group who were using specials.
*End of Edit*
Message Edited by Bluedoots on 11-10-2005 09:28 AM
Implementor
Thu Nov 10, 2005 12:07 am
#2
yeah i figured. I am taking everything off vendors and out of factories into houses
makes my question about factories under my combat avatar's name (lots) redundant i suppose. just have to shift everything hahah like it matters
question: what about trying to craft a tenloss. room for cubes?
ImaTwilek
Thu Nov 10, 2005 5:58 am
#3
Bluedoots wrote:
I looked over some of the ALRs I had sitting around and how they converted. All are unsliced.
key: S=speed, D=Damage, SAC= action cost, A=accuracy
original stats on top line
conversion stats on next line (damage is the only stat)
S 2.48, D 523-1023, SAC 95, A 9, 314.06 dps
129-258
S 2.62,D485-1068, SAC 82, A 7, 296.74 dps
129-258
S 2.51, D 475-1094, SAC 82, A 11, 312.25 dps
128-255
S 2.49, D 455-1127, SAC 85, A 61, 318.04 dps
127-254
S 2.53, D 489-1162, SAC 82, A 56, 326.0 dps
126-252
S 2.51, D 485-992, SAC 94, A 7, 293.77 dps
130-260
The last rifle converted the best and is my standard, unenhanced factory run version with the worst stats pre-conversion. I would have expected that the best weapons pre-conversion would have the best stats after the conversion. About the only pattern I see is that conversion stats are inversely related to pre-conversion maximum damage. Maybe there's a penalty for guns made with Krayt. I wasn't able to log on a rifleman toon who had a powerup on his ALR.
My stacks of Krayt tissue and all other loot components have no stats post-conversion. I know smiths are hoping they can use enhancers but it doesn't seem to fit in the new system. All the schematics in my datapad had stats but I didn't try to see if they actually worked.
There is no slot for enhancers anymore when crafting the subcomponents. They also are making sure that all pre fab finished schematics are deleted.
I couldn't figure out how to open my factories since I couldn't get radial menus to work but something finally opened and it was empty. I don't know if it was input or output but there was stuff in both compartments of all my factories pre-conversion. I'd suggest that everyone empty their factories before Tuesday.
Because the radial was appearing high above your toons head, if your standing close to the factory.Try looking up and you see the radial choices.
My weaponsmith is also a Jedi so I respec'd him to Elder Jedi. I was still able to use my vendors except that I couldn't put any items up for sale since I no longer had merchant skill. It works the same way it does now if you drop merchant skill.
I don't think I'm going to like the new combat. In the short time I tried it the main thing is to keep your cursor over your target as it moves. A pre-nerf Rep Blaster was still useable and it was a challenge toshoot critters who hopped as they moved intomelee range. A strategy of moving side to side quickly while attacking might be successful in PVP. The person who is best at keeping their mouse cursor over a moving target is going to win and weapon stats will be almost insignificant.
I don't like the new interface but maybe I could get used to it if I kept playing the game. It was funny watching all the people who were trying to talk and instead were bouncing when they used their spacebar. It seemed like there were bugs everywhere but maybe I just couldn't figure out how things work.
I doubt I'll continue playing. As soon as I could get my business rebuilt and running smoothly it would probably get wiped out again by another upgrade.
Page 1 of 1