Weaponsmith Archive
Thread: Can a weaponsmith get to +14 Exp?
There is one weaponsmith on bloodfin who is +14. He has +20 in prenerf tapers and +20 in post nerf tapes
No way, sorry. He pulled your legs with the strength of a bodybuilder Gorax. ![]()
=ARMALITE CORPORATION=
12 Pt. Force Sensitive master Weaponsmith
DANTOOINE: 4036 -5972 EDEN (Right next tothe shuttleport) # -308 2725 THE MINING MALL (Mining Outpost)
CORELLIA: -433 -5457 SENA'S BEACHFRONT MALL (Coronet - 860m south from Starport)
A New Era in weapon manufacturing
TheBeastlord wrote:
There is one weaponsmith on bloodfin who is +14. He has +20 in prenerf tapers and +20 in post nerf tapes
No way, sorry. He pulled your legs with the strength of a bodybuilder Gorax.
=ARMALITE CORPORATION=
12 Pt. Force Sensitive master Weaponsmith
DANTOOINE: 4036 -5972 EDEN (Right next tothe shuttleport) # -308 2725 THE MINING MALL (Mining Outpost)
CORELLIA: -433 -5457 SENA'S BEACHFRONT MALL (Coronet - 860m south from Starport)
A New Era in weapon manufacturing
Hope he got a few giggles from that...
I think its probably posted out of jealousy of the first poster saying he has +40 in weapon XP tapes. Although this sounds a little hard to believe too.
The cap for any one mod for bio clothes & skill tapes combined is +25.
Sell the extra +15 in tapes and buy +25 in assembly instead. Rodians, Mon Calamari get +10 weaponsmith assembly from species bonus, but Ive yet to notice any real difference between when u get an amazing success on assembly to just a great success. The stats dont change and someone suggested that the number of points in the experimentation branches to max a line is one less but Ive not managed to confirm this yet. I have a screenshot of an amazing success but not the number of points displayed on the next screen.
SgtSixpack wrote:
TheBeastlord wrote:
There is one weaponsmith on bloodfin who is +14. He has +20 in prenerf tapers and +20 in post nerf tapes
No way, sorry. He pulled your legs with the strength of a bodybuilder Gorax.
=ARMALITE CORPORATION=
12 Pt. Force Sensitive master Weaponsmith
DANTOOINE: 4036 -5972 EDEN (Right next tothe shuttleport) # -308 2725 THE MINING MALL (Mining Outpost)
CORELLIA: -433 -5457 SENA'S BEACHFRONT MALL (Coronet - 860m south from Starport)
A New Era in weapon manufacturing
Hope he got a few giggles from that...
I think its probably posted out of jealousy of the first poster saying he has +40 in weapon XP tapes. Although this sounds a little hard to believe too.
The cap for any one mod for bio clothes & skill tapes combined is +25.
Sell the extra +15 in tapes and buy +25 in assembly instead. Rodians, Mon Calamari get +10 weaponsmith assembly from species bonus, but Ive yet to notice any real difference between when u get an amazing success on assembly to just a great success. The stats dont change and someone suggested that the number of points in the experimentation branches to max a line is one less but Ive not managed to confirm this yet. I have a screenshot of an amazing success but not the number of points displayed on the next screen.
chidro wrote:
There is one weaponsmith on bloodfin who is +14. He has +20 in prenerf tapes and +20 in post nerf tapes.
0o - care to add some weight behind that statement?
man i wish
i have a +25 ws experiment CA on the floor of the shop
a +20 in some boots
a +25 in some gloves
a +8 in a hat with a +20 assembly
would almost be 18-point smith oi!
chidro wrote:
There is one weaponsmith on bloodfin who is +14. He has +20 in prenerf tapes and +20 in post nerf tapes.
Also, he obviously has +20 in BS tapes.
jason67 wrote:
SgtSixpack wrote:
jason67 wrote:
Why do people make the mistake of thinking Im talking about experimentation when I say "amazing assembly" - this is the first roll of the dice in a crafting attempt and the one when if u got a critical fail then u used to lose ur resource/components/enhancements (but no longer).
I think what I wrote was clear if u read in with the mindset that I am talking about the assembly influencing the number of points that need to be filled for a max'ed line. This is a notion that suggested to me but Ive yet to conclude either way, since amazing assemblies are rare.
I know what your talking about. However, I think there is a cap on the initial assembly that won't allow you to get more than 30% in all lines of experiementaion. I don't recall ever seeing more than 30% myself, I have seen 28% often and possibly 29%. You'd think that having perfect resources would get you 30%, maybe more or having enough assembly tapes....but who knows.
I do know that I don't have any extra assembly from any SEA's or species bonus (I'm human), but I don't see a big difference in a great success on assembly compared to amazing. When you use the best resources, you tend to get aroudn 28% on initial assembly anyway. That's what I get with a great success and that's what I get on an amazing success. So I really don't see any need to get an amazing success on the initial assembly unless you have a resource that has a crappy stat somewhere (like rhodium steel and most aluminum tend to have). I can see extra assembly and an amazing success helping to improve the experimentation lines that are affected by such weak resources though. I'd have to check that out and see. But when you have uber resources, the amazing success on assembly does nothing.
For example, when I craft powerups, I have a resource that has 996 CD and 1000 OQ.....with that resource, I always get a max of 28% on experimentation lines of my powerups only getting a great success on assembly. when I use it in other schematics along with other resources with stats in the mid 900's, I still get 28% on assembly, great success or amazing success. So this is why I think if you use uber resources, the assembly only matters if you get anything less than a great success. Basically I think of it as an insurance policy just in case you don't get an great or amazing assemblly.