Weaponsmith Archive

Thread: Can a weaponsmith get to +14 Exp?

martonius
Fri Jul 22, 2005 4:09 pm
#1

Does anyone know if a human can get to +14 experimentation points in weaponsmith? I have +40 in weapon experimentation skill tapes (for a totol experimentation of 140) and I still only have 12 points to spend?


Anyone know anything?



[Martonius - Master BH/Master Carbineer]
[Rogain - Master Doc/Master Weaponsmith]
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chidro
Fri Jul 22, 2005 4:16 pm
#2

There is one weaponsmith on bloodfin who is +14. He has +20 in prenerf tapes and +20 in post nerf tapes.



Chidro
President of Reaction Company
For Every Lethal Action there is a Reaction
-5500 5500 Theed Naboo The New and Improved Ketflair Industries



Reggi
Fri Jul 22, 2005 4:31 pm
#3

12 is the limit for any crafting prof except human artisans can get +14 exp



Reggi Lonestar
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Thraxor
Sat Jul 23, 2005 4:07 am
#4

Prob not. Not sure what the other poster is talking about but humans/artisan is different as it is a innate species skill, doesnt applyto other profs and species. Unless you see some other Concrete info otherwise 12pt is your cap.



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Located just 700m outside Bestine at -1721, -4302

TheBeastlord
Sat Jul 23, 2005 4:30 am
#5





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




=ARMALITE CORPORATION=
12 Pt. Elder Weaponsmith since February 2004
DANTOOINE: -308 2725 THE MINING MALL (Mining Outpost)
The Brand of Weapons in Radiant
SgtSixpack
Sat Jul 23, 2005 11:27 am
#6






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.




138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
jason67
Sat Jul 23, 2005 11:40 am
#7






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.







The stats will vary for each success, but typically if you amass 6pts that are amazings success it gives you the same final stats as if you had invested 7pts into that one line. essentially freeing up one extra point to put elsewhere. This does not however increase your maximum values for those lines, so you still can not break the hard caps that are in place just because you have an amazing success.


For example, if you have a rifle the hard cap for damage is 1184. Lets say that with 6 normal exp's that you would hit 1160 (ya I know those are some damn good tissues ). And with 7 normal exp points you'd hit 1175, and now lets say that one more point(making it a total of 8) would put you up to 1182 max, and it would actually take 9pts to hit the 1184 cap.


Using this example if you exp 6pts and got an amazing success you should hit the 1175 damage with only 6pts instead of the 7pts it would take if you got all greats. So following this line once you used your 7th pt you should now be at the 1182, and could then cap the damage with one final pt making it a total of 8pts to cap vs the 9 as shown above. If you also manage to get another amazing success at the 7th pt you could potentially cap it with even less since the final pt is only used to gain 2pts of damage, that could easily be covered in an additional amazing success.


And while these examples may seem extreme to some crafters, they really are not that uncommon. If you have a fully modded WS suit with the FS crafting lines you get amazing success much more frequently than any other crafters without those benefits.





HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
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Arisa
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SgtSixpack
Sat Jul 23, 2005 12:25 pm
#8






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?



138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
Implementor
Sat Jul 23, 2005 3:07 pm
#9

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!





Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
Procurement Specialist O_o
Muzz
Sat Jul 23, 2005 4:45 pm
#10






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.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
SgtSixpack
Sun Jul 24, 2005 12:22 am
#11






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.



138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
HardwiredXMan
Sun Jul 24, 2005 3:23 am
#12






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.


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