Weaponsmith Archive

Thread: New weaponsmith question. . .experimentation

Udjet
Fri Aug 19, 2005 5:22 pm
#1

I may be way off, but doesn't 10 pts of experimentation skill= 1 exp crafting pt? Why are people running around with +25 experimentation with attachments, etc? Is this a waste, or am I wrong?



ign: Armatus Laskaris
SeraCohw
Fri Aug 19, 2005 5:31 pm
#2

yes u are right and u really only need 20 from what i could tell
Metai
Fri Aug 19, 2005 5:34 pm
#3

You are correct, for every 10 points of Weapon Experimentation you get one point to experiment with.

As for the extra +5 beyond +20, I've seen many people say that it helps with the chances of better experimentation rolls, but I've never seen any official word saying so, and in the Skills window it only talks about Weapon Experimentation being related to the amount of experimentation points you have available to use, It says nothing about it applying to how successfully the rolls are.

I think it's an SWG urban myth



Tene
Master Weaponsmith (12pt) k Master Smuggler
Chilastra
SeraCohw
Fri Aug 19, 2005 5:38 pm
#4

heyd id run around saying i was a 12pt. ws +5
Udjet
Fri Aug 19, 2005 6:38 pm
#5

Hehe, thanks guys. . .just making sure.





ign: Armatus Laskaris
Insaincat
Sat Aug 20, 2005 1:27 am
#6

Im not sure really, It would seem logical that a + mod past the 12pt would increace your experimentation roll....but this is SOE we are talking about




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PaladinX333
Sat Aug 20, 2005 3:43 am
#7


The extra five points does help with the exp. rolls. Just like bespin port does. The higher you can get that number the better. Just remember that you can only get a +25 totalskill mod from tapes.
TheLemming
Sat Aug 20, 2005 4:23 am
#8



Metai wrote:
You are correct, for every 10 points of Weapon Experimentation you get one point to experiment with.

As for the extra +5 beyond +20, I've seen many people say that it helps with the chances of better experimentation rolls, but I've never seen any official word saying so, and in the Skills window it only talks about Weapon Experimentation being related to the amount of experimentation points you have available to use, It says nothing about it applying to how successfully the rolls are.

I think it's an SWG urban myth




Not a myth. If you remember crafting (unless you just did a grind, and if you did shame on you anywho ) without any experimentation boxes, you would moderate and fail A LOT. Then, as you level more of the experimentation line, you both get more points AND start getting more consistent successes. The 5 extra points doesn't make a night and day difference, but it's more a matter of how dedicated you are to making the very best that you can, just like going out and surveying for that rhodium steel with 80 con instead of 72.




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Zandergeef
Sat Aug 20, 2005 7:13 pm
#9

I thought that how well you did on the exerimentation was based on your weaponsmith assembly? I know I have 120 weaponsmith experimentation but I have 133(ya I know it caps at +25 but I had a +17 assembly and used it) of weaponsmith assembly.

Whatever the case you only need +20 experimentation to get the extra 2 points.



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Geef Durden -- Elder Weaponsmith(retired)
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Grimjakk
Sat Aug 20, 2005 7:22 pm
#10






Zandergeef wrote:
I thought that how well you did on the exerimentation was based on your weaponsmith assembly? I know I have 120 weaponsmith experimentation but I have 133(ya I know it caps at +25 but I had a +17 assembly and used it) of weaponsmith assembly.

Whatever the case you only need +20 experimentation to get the extra 2 points.




Yep. The failures early on are NOT due to a lack of experimentation skill. It's assembly skill that's responsible for that.


Or thats what I've read, anyway.



Grimjakk Ghostripper / Master Bounty Hunter - Sunrunner
Where DEATH has no price, LIFE has no value.
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