Weaponsmith Archive
Thread: 11 point, 12 point, can you explain?
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Caramina
Mon Feb 14, 2005 11:19 am
#1
Hello. Please can you explain to me this concept? what is the difference between them? what advantages does it provide? does it matter?
I am considering going WS so would like info please 
Thankyou
Elyn
haristyles
Mon Feb 14, 2005 11:46 am
#2
At master WS you have +100 Weps Experimentation Skill, this equates to 10points of actual experimentation when making a weapon, you see this when crafting at a station or using a droid. To get 11 or 12 experimentation points, you need to get skill tapesor modded clothing totaling 10 or 20 points, respectively.After placing the tapes in say a pair of pants (use only one experiemtation tape per item of clothing), you will see that your Weps Experimentaion Skill value has gone up by the value of the tape after you equip the pants. The number of actual experimentation points you get is determined by taking your Weps Experimetation Skill level and dividing by 10. So as master WS you have a skill rating of +100, divide that by 10 and you get your 10 points of experimentation.
Example #1 - You have a tape of +5 Weps Experimentation and you place it in a pair of pants. After equipping your pair of pants, your Weps Experimentation Skill value is now +100/+105 (the +100 is your "natural" skill level attained from mastering WS, the +105 is your "modded" skill level from using the +5 tape in your now equipped pair of pants). You are still a 10 point weaponsmith (105/10 = 10.5, points round down so you still have 10)
Example #2 - You havetwo tapes of +5 Weps Experimentation and you placeone in a pair of pants and one in a shirt. After equipping your pants and shirt, your Weps Experimentation Skill value is now +100/+110 (the +100 is your "natural" skill level attained from mastering WS, the +110 is your "modded" skill level from using the two +5 tapes in your now equippedpants and shirt). You are now an 11 point weaponsmith (110/10 = 11).
Example #3 - You havea tape of +5 Weps Experimentation and a tape of +14 Weps Experimentation and you placethe +5 tape in a pair of pants and the +14in a shirt. After equipping your pants and shirt, your Weps Experimentation Skill value is now +100/+119 (the +100 is your "natural" skill level attained from mastering WS, the +119 is your "modded" skill level from using the +5 and +14 tapes in your now equippedpants and shirt). You arestill an 11 point weaponsmith (119/10 = 11.9, points round down so you have 11)
Example #4 - You havea tape of +5 Weps Experimentation and a tape of +14 Weps Experimentation and a Weaponsmiths tollkit with +3 Weps Experimentation in it (you can get this from a tailor who has the schematic to make it). You placethe +5 tape in a pair of pants and the +14in a shirt. After equipping your pants,shirt, and toolkit,your Weps Experimentation Skill value is now +100/+122 (the +100 is your "natural" skill level attained from mastering WS, the +122 is your "modded" skill level from using the +5 and +14 tapesin your now equippedpants and shirt and +3 from the toolkit). You arenow a12 point weaponsmith (122/10 =12.2 points round down so you have 12).
The maximum amount of points you can get is 12, so there is no reason to go above +120 skill value, it is just a waste of tapes and money if you are buying them.
Hope this helps you out.
Caramina
Mon Feb 14, 2005 2:21 pm
#3
thankyou, that is perfect. Also though, how much of a difference does +2 experimentation make? in terms of damage, speed, ham etc? This assuming you are using quality resources...
Eclipse442
Mon Feb 14, 2005 2:46 pm
#4
Not much. Since damage is the first stat you pump exp points into, by the time you've used your first 10, this bar is usually full. From there, those two points usually go into condition since range only gives +1 (or occassionally +2) per point, and no one really cares about HAM.
haristyles
Mon Feb 14, 2005 2:46 pm
#5
Caramina wrote:
thankyou, that is perfect. Also though, how much of a difference does +2 experimentation make? in terms of damage, speed, ham etc? This assuming you are using quality resources...
Well the extra 2 points are good in a couple of ways:
1) If you get anything lower than a great success on the dmg, you can usually cover it up by having the 2 extra points to put into dmg,
2) (continuing from 1) Of course you will lose out on the extra condition or range mods that you could have put the extra 2 points towards.
3) I typically put the extrapoints into condition on all my stock weapons and ask the customer how they want them spent on custom orders.
StrandedonEarth
Mon Feb 14, 2005 8:04 pm
#7
Also, the extra points can be useful in weapon components, where theymake abigger difference in range mods, and damage doesn't count if you miss. Ham mods can also be a little better, but again, who cares? After the CURB, people might care, but hopefully by then we can make more of adifference on HAM mods during the final assembly.
otoolejp
Wed Feb 16, 2005 5:48 am
#8
Eclipse442 wrote:
Not much. Since damage is the first stat you pump exp points into, by the time you've used your first 10, this bar is usually full. From there, those two points usually go into condition since range only gives +1 (or occassionally +2) per point, and no one really cares about HAM.
A lot of rifleman care
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