Weaponsmith Archive

Thread: Question for weaponsmiths about T21 HAM costs

Keltorr
Wed Feb 18, 2004 7:32 pm
#1

I am curious as to just how low a T21's mind cost can be brought down, without special materials like krayt or gorax tissue?



I have a bad feeling about this nerf


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LemyDaBigHairyWookie
Wed Feb 18, 2004 7:55 pm
#2






Keltorr wrote:

I am curious as to just how low a T21's mind cost can be brought down, without special materials like krayt or gorax tissue?






for one nothing special will reduce the ham costs (no-ham theme park stocks are the stock of choice for t-21's now)... after maxing damage on my t-21's i usually have 3-4 points left over (depending on the ammount of amazings)... i usually put 1-2 in durabilty and 1-2 in ham reductions (based on customer requests)... my standard model has its ham costs down to around 72 on the mind side... i suppose if you are willing to sacrifice damage and speed you could get them down to around 50 on the mind ham... this is all depending on server resources of course...



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
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LLJK_Griz
Wed Feb 18, 2004 7:58 pm
#3






LemyDaBigHairyWookie wrote:

i suppose if you are willing to sacrifice damage and speed you could get them down to around 50 on the mind ham... this is all depending on server resources of course...





This results in a very large decrease in damage/speed for a very small improvement in HAM and most weaponsmiths refuse to do it because they know it'll be crap and is usually a waste of time and resources because the customer will say it's crap and not pay for it.



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Keltorr
Thu Feb 19, 2004 2:54 am
#4

So enhancements like krayt tissue don't do anything about HAM costs, they just mod damage and speed? (That's what I would think by just looking at the tissue, but since I'm not a smith I don't know if tissues maybe have some hidden property...)



I have a bad feeling about this nerf


The few...the proud...the Marine-armored

LLJK_Griz
Thu Feb 19, 2004 3:17 am
#5

As far as I know, there are no components that reduce HAM.Two (stock/scope) will increase it, the rest have no effect. If a stat's not listed in /examine, the component doesn't affect it. This is why the themepark reward stocks are so nice - they do nothing to HAM instead of increasing it like crafted stocks.



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HUGE UGLY SIG
Ikour
Thu Feb 19, 2004 4:48 am
#6

Well, a krayt component _might_ help reduce the HAM costs. Only problem being you would need identical krayt components with the multiple power handlers. If you had them, you could presumably not experiment the damage up as much since the damage and speed are already there. MOST weapons are terrible when experimented for something other than damage though. The damage numbers go up a LOT on weapons like T21s during experimentation due to the high original damage. The HAM decreases and the range mods go up at the same percent, but then when you take a percent of a smaller number, you get smaller results.


Take the power hammers I played around with the other day. My max dam is 463 if I get the damage all the way up. Speed is 5.4. Health cost is 113 though. If I skip the damage and experiment the efficiency all the way up, I have a 6.3 speed, sub 400 max dam hammer with maybe down to 80 health cost. With the slow speed and reduced damage, it's not worth the 30 less health cost to make. Only thing this kind of experimentation works for that I've seen is VKs, since they add to a TKA's damage instead of making up the whole of it. I'm trying accuracy experimented polearms, but I have my doubt that those would be a huge seller.


Ikour


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