Weaponsmith Archive
Thread: Need Help on double Capping Pistols...
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VJ500
Sat Oct 29, 2005 4:50 am
#1
How!?
Best I have done is 966max 68SAC 2.1speed on a featherweight. That was with 2 amazings + 3 amazings on componants... 183 damage Casings/
Bloodfin server BTW with server best resources. What am I doing wrong?
Demens2311
Sat Oct 29, 2005 5:34 am
#2
I am going to be watching this too, I got 966, 67 sac myself on a FW FWG5. I too was using server's best resources, just couldnt get the SAC to 65 no matter what I tried...sorry that I don't have an answer, perhaps just relief to know you arent the only one pulling your hair out
Message Edited by Demens2311 on 10-29-2005 05:35 AM
JaxonLuxor
Sat Oct 29, 2005 8:17 am
#3
I'm not sure either. I've hit 966 / 67 before also and a 963 / 66 but I just seem to always need one more point then I have.
Summerflame
Sat Oct 29, 2005 8:35 am
#4
VJ500 wrote:
How!?
Best I have done is 966max 68SAC 2.1speed on a featherweight. That was with 2 amazings + 3 amazings on componants... 183 damage Casings/
Bloodfin server BTW with server best resources. What am I doing wrong?
What I usually do is as follows.
Full XP on sac at the subs then the rest into speed
8 points into Damage then 4 points into sac both has to be amazings.
I havent tried crafting one (or anything enhanced ranged for that matter) Since Publish 24 and the resource bug it brought, but the resource bug might be the reason why you cant double cap.
What is the SAC on your casings if they are -7 getting some -8 ones will solve your problem ![]()
VJ500
Sat Oct 29, 2005 11:07 am
#5
My 183 casing had -8 SAC and I did everything you do except the 8 then 4, lol I do in 3s to try get more amazings
Xerra
Sat Oct 29, 2005 1:16 pm
#6
I'm curious about this too. I've only started crafting weapons today as i just mastered but i've been reading this forum religously for the last month during the grind so that i would know what i was doing.
I set out and got the best resources i could find on swgcraft by buying what i could find for insane prices and popping 4 resource crates to get the obscure stuff that nobodys selling. Best i've done so far on a featherweight fwg5 is:-
Speed 2.28
Damage 332-922
Accuracy bonus 7
Wound 13.8%
SAC 65
Now this isn't great judging by some of the stuff i've seen but its ok for someone who only started today and hasnt really got to grips with where the experimenting goes on components. What i've been doing is efficiency all the way on every component i can put it on as I consider SAC to be the most important stat on a gun as you can slice speed/damage. I know you can pup the SAC but that will wear the gun down quicker which is a bit harsh unless you're adk'ing it and i dont think i'll be able to make anything worth adk-ing for a while yet.
There are two areas i think i'm missing out on getting a capped SAC and better damage/speed or even just concentrating on getting close to cap on one of them and leaving the other for pup/slice etc. First one is no inspiration buff - not sure if its bugged or not like people have been discussing so i didnt risk it. Secondly the city isn't a research centre. I'm grinding politician up as mayor so i hope to have that in a week or so.
I have 15.00 tools and a 44.65 craft station as well as +25 ws exp in a suit.
However i'm not really getting what this resource cap business is about. Has it been fixed or not and is it anything to worry about? I'd like to think that there's a reason for not being able to get stats a little bit better even if there is a lack of experience. It's also worth mentioning that i have been using reinforced casings with -8 attack cost to make the guns i have done so far but i've run out now. I'm presuming i'll need to find more with similar stats.
So how does everyone experiment on their components when making FWG5 featherweights. I've still got plenty of schems to make more and i'd like to really knock out some good ones.
Thanks a lot for any advice, guys
I set out and got the best resources i could find on swgcraft by buying what i could find for insane prices and popping 4 resource crates to get the obscure stuff that nobodys selling. Best i've done so far on a featherweight fwg5 is:-
Speed 2.28
Damage 332-922
Accuracy bonus 7
Wound 13.8%
SAC 65
Now this isn't great judging by some of the stuff i've seen but its ok for someone who only started today and hasnt really got to grips with where the experimenting goes on components. What i've been doing is efficiency all the way on every component i can put it on as I consider SAC to be the most important stat on a gun as you can slice speed/damage. I know you can pup the SAC but that will wear the gun down quicker which is a bit harsh unless you're adk'ing it and i dont think i'll be able to make anything worth adk-ing for a while yet.
There are two areas i think i'm missing out on getting a capped SAC and better damage/speed or even just concentrating on getting close to cap on one of them and leaving the other for pup/slice etc. First one is no inspiration buff - not sure if its bugged or not like people have been discussing so i didnt risk it. Secondly the city isn't a research centre. I'm grinding politician up as mayor so i hope to have that in a week or so.
I have 15.00 tools and a 44.65 craft station as well as +25 ws exp in a suit.
However i'm not really getting what this resource cap business is about. Has it been fixed or not and is it anything to worry about? I'd like to think that there's a reason for not being able to get stats a little bit better even if there is a lack of experience. It's also worth mentioning that i have been using reinforced casings with -8 attack cost to make the guns i have done so far but i've run out now. I'm presuming i'll need to find more with similar stats.
So how does everyone experiment on their components when making FWG5 featherweights. I've still got plenty of schems to make more and i'd like to really knock out some good ones.
Thanks a lot for any advice, guys
CorenLanra
Sat Oct 29, 2005 1:33 pm
#7
My technique is a bit different than summerflames.. I use Pre-cu Converted barrels (don't have stats off of my head but they are about the same for every server)
966max/65SAC
On this one I used a pre pub 23 scope to get the speed down and accuracy up to 60. 7 dmg 5 SAC, both amazings.
966max/65SAC
On this one I used a pre pub 23 scope to get the speed down and accuracy up to 60. 7 dmg 5 SAC, both amazings.
JaxonLuxor
Sat Oct 29, 2005 1:33 pm
#8
Xerra wrote:
I'm curious about this too. I've only started crafting weapons today as i just mastered but i've been reading this forum religously for the last month during the grind so that i would know what i was doing.
I set out and got the best resources i could find on swgcraft by buying what i could find for insane prices and popping 4 resource crates to get the obscure stuff that nobodys selling. Best i've done so far on a featherweight fwg5 is:-
Speed 2.28
Damage 332-922
Accuracy bonus 7
Wound 13.8%
SAC 65
Now this isn't great judging by some of the stuff i've seen but its ok for someone who only started today and hasnt really got to grips with where the experimenting goes on components. What i've been doing is efficiency all the way on every component i can put it on as I consider SAC to be the most important stat on a gun as you can slice speed/damage. I know you can pup the SAC but that will wear the gun down quicker which is a bit harsh unless you're adk'ing it and i dont think i'll be able to make anything worth adk-ing for a while yet.
There are two areas i think i'm missing out on getting a capped SAC and better damage/speed or even just concentrating on getting close to cap on one of them and leaving the other for pup/slice etc. First one is no inspiration buff - not sure if its bugged or not like people have been discussing so i didnt risk it. Secondly the city isn't a research centre. I'm grinding politician up as mayor so i hope to have that in a week or so.
I have 15.00 tools and a 44.65 craft station as well as +25 ws exp in a suit.
However i'm not really getting what this resource cap business is about. Has it been fixed or not and is it anything to worry about? I'd like to think that there's a reason for not being able to get stats a little bit better even if there is a lack of experience. It's also worth mentioning that i have been using reinforced casings with -8 attack cost to make the guns i have done so far but i've run out now. I'm presuming i'll need to find more with similar stats.
So how does everyone experiment on their components when making FWG5 featherweights. I've still got plenty of schems to make more and i'd like to really knock out some good ones.
Thanks a lot for any advice, guys
When you are putting your resources in, are all the lines green and to the top? If not which ones are not? Are you experimenting on your components? Where are you putting your points? What were the stats on the casings that you were using?
Xerra
Sat Oct 29, 2005 1:48 pm
#9
JaxonLuxor wrote:
Xerra wrote:
I'm curious about this too. I've only started crafting weapons today as i just mastered but i've been reading this forum religously for the last month during the grind so that i would know what i was doing.
I set out and got the best resources i could find on swgcraft by buying what i could find for insane prices and popping 4 resource crates to get the obscure stuff that nobodys selling. Best i've done so far on a featherweight fwg5 is:-
Speed 2.28
Damage 332-922
Accuracy bonus 7
Wound 13.8%
SAC 65
Now this isn't great judging by some of the stuff i've seen but its ok for someone who only started today and hasnt really got to grips with where the experimenting goes on components. What i've been doing is efficiency all the way on every component i can put it on as I consider SAC to be the most important stat on a gun as you can slice speed/damage. I know you can pup the SAC but that will wear the gun down quicker which is a bit harsh unless you're adk'ing it and i dont think i'll be able to make anything worth adk-ing for a while yet.
There are two areas i think i'm missing out on getting a capped SAC and better damage/speed or even just concentrating on getting close to cap on one of them and leaving the other for pup/slice etc. First one is no inspiration buff - not sure if its bugged or not like people have been discussing so i didnt risk it. Secondly the city isn't a research centre. I'm grinding politician up as mayor so i hope to have that in a week or so.
I have 15.00 tools and a 44.65 craft station as well as +25 ws exp in a suit.
However i'm not really getting what this resource cap business is about. Has it been fixed or not and is it anything to worry about? I'd like to think that there's a reason for not being able to get stats a little bit better even if there is a lack of experience. It's also worth mentioning that i have been using reinforced casings with -8 attack cost to make the guns i have done so far but i've run out now. I'm presuming i'll need to find more with similar stats.
So how does everyone experiment on their components when making FWG5 featherweights. I've still got plenty of schems to make more and i'd like to really knock out some good ones.
Thanks a lot for any advice, guys
When you are putting your resources in, are all the lines green and to the top? If not which ones are not? Are you experimenting on your components? Where are you putting your points? What were the stats on the casings that you were using?
The lines were all green and as close to the top as i could get them with the resources i found. Certainly nothing less than 5% off. As I mentioned i was experimenting on my components with efficiency to lower the SAC wherever possible but getting mostly great success rather than amazings. Where I maxed efficiency in experimenting then i would allocate the remaining points equally between speed and damage. I ignored the accuracy and weight options completely.
The casings had -8 action cost and i believe +186 damage although i cant be certain as i've used them now. Which of the components is the most important towards reducing SAC. when the weapon is completed then the sac is usually around 89 SAC which means i need to allocate more exp points to reduce the sac down to cap or near-as before i can use points on damage or speed.
Xerra
Sat Oct 29, 2005 1:50 pm
#10
I also had a strange message about going over the max cap on wound percentage and the crafting tool has adjusted it all the way through experimenting. Is this usual or something to do with resources/component caps thats come in recently?
CorenLanra
Sat Oct 29, 2005 2:08 pm
#11
Xerra wrote:
I also had a strange message about going over the max cap on wound percentage and the crafting tool has adjusted it all the way through experimenting. Is this usual or something to do with resources/component caps thats come in recently?
That happens on just about every weapon. Keep trying over and over on your barrels until you get nothing but amazing successes, there isn't any rason not to use an amazing success barrel cause you can make 1000 of them. Might take a ton of tries if you aren't FS but it's possible. Basically drop as many points as you can into SAC until you get an amazing then finish it off at -9 and move to damage instead of speed if you are having a hard time dmg capping with 184 casings. Or go Summerflame's route, that should work also.
Ecnirp
Mon Oct 31, 2005 3:17 am
#12
What are the stats on your resources?
I was having issues... always just 1 or 2 points short, then used a resource kit on our servers best Axidite and fixed the problem for me.
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