Weaponsmith Archive

Thread: Question about the Wound Chance stat capping..

Syrius_Windrunner
Fri Sep 09, 2005 8:08 pm
#1

Hey everyone, I recently mastered WS and have gone through all the FAQs as well as regularly reading the board, but I was wondering if someone could please help me with a problem I just had.


I was trying to craft a High Capacity Scatter Pistol for a friend. All went well with the components and I've got some quite uber resources.


Now, when it came to experimenting, the following happend:


I dropped 6 points straight into Efficiency and got a great success, lowering the SAC to 81.. quite cool I think..


Then I re-take my crafting food/drink and drop 4 points into damage.. trying to raise the 868 max dmg nearer to 1000. However, I get an error message, saying something along the lines of:

"You have tried to push a stat past it's cap (Wound Chance 34.237%). Stats have been adjusted to the maximum values (Wound Chance 32.7646%)."

(Numbers are made up just now as I can't remember them).


"Fair enough..." I think.. but when I check the stats, the damage values haven't moved either, yet my experimentation points have beem used...


So I stick my last 2 points into Efficiency, figuring that I'll at least try and get that lower.. But, low and behold, I get almost exactly the same error message again, and the SAC stays at 81..


Sothe scatter, made with some pretty good looted power cells is now just an average-ish pistol, owing to the fact that I only seem to have spent 6 points experimenting on it, in effect.


Now I was just wondering, is this a bug? Or am I making some really stupid, n00b mistake?


I'd appreciate any feedback you guys could give please and thanks very much in advance.



master elder jedi .
Summerflame
Sat Sep 10, 2005 5:50 am
#2

Well Wound chance caps very easy and when it caps you wont be able to get Wound Chance higher (and you will continue to be spammed with the same message over and over again everytime you use a point on the weapon.)


That the dam and sac didnt cahnge sounds like a bug though. Was it noticed on the final outcome? (sounds like it could have been some sort of lag in the crafting wndow similar to the bug we had a month ago.)


If not please state the stats on the cells and the stats on the final outcome to make it easier to see wher it might have went wrong





----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



Jeremiaya
Sat Sep 10, 2005 6:48 am
#3


There was an issue for a while where stats weren't updating properly during experimentation. This was believed to have been fixed in a recent hotfix publish. I havn't had any trouble since, but perhaps you should report the bug.


In general I'd suggest you could improve your results by changing the way you experiment. If you put 6 points into reducing the SAC on the gun and it was at 82, I'm guessing you didn't put too much into SAC on your subcomponents. My preferred method is to max out the SAC bonus on all subcomponents. -9 on each usually.. more if youre using EPC's. This way, when you assemble the gun, your SAC is already low... sometimes it's already capped or at most it'll take 1 or 2 points to get the minimum SAC. Then you have all your points free to bump the damage up as high as it'll go



Jeremaiya Qu'ool | TheRealElvis | Lushious Qu'ool

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Summerflame
Sat Sep 10, 2005 7:35 am
#4






Jeremiaya wrote:


There was an issue for a while where stats weren't updating properly during experimentation. This was believed to have been fixed in a recent hotfix publish. I havn't had any trouble since, but perhaps you should report the bug.


In general I'd suggest you could improve your results by changing the way you experiment. If you put 6 points into reducing the SAC on the gun and it was at 82, I'm guessing you didn't put too much into SAC on your subcomponents. My preferred method is to max out the SAC bonus on all subcomponents. -9 on each usually.. more if youre using EPC's. This way, when you assemble the gun, your SAC is already low... sometimes it's already capped or at most it'll take 1 or 2 points to get the minimum SAC. Then you have all your points free to bump the damage up as high as it'll go






While this holds true for Carbines and Rifles, it is not the case for pistols (as thy cant be stocked). With Cells/Casings and an amazings Success Im able to cap with 4 points



----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



Syrius_Windrunner
Mon Sep 12, 2005 3:38 pm
#5


Sorry I haven't replied - been away


Thanks very much for your ideas guy and especially your advice on capping the SAC!


I just tried making another High-Cap Scatter tonight and it seemed to go fine this time, so last time must just have bugged


I can't remember the stats on the looted Powercell, but here's the gun's final stats:


Speed: 2.14

Dmg: 343-916

Acc Bonus: 12

Base DPS: 294.33

SAC: 65


(that's with a 4% dmg and 2% speed slice though)


So I'm pleased with it anyway


Thanks again for your help with this!



master elder jedi .
GrooperNugent
Mon Sep 12, 2005 3:45 pm
#6

Is that the stats of the original gun in question or the one you just made?






Grooper/LEEROY
*Fishstick* Weapons
-1656, 4483 Babylon, Dantooine Mining Outpost
Syrius_Windrunner
Mon Sep 12, 2005 3:55 pm
#7

That's the one I just made.. I'd already destroyed the original when I got back to this thread



master elder jedi .
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