Weaponsmith Archive

Thread: Can anybody help a new WS? (Not a grinding question)

Bucke-Thead
Sun May 09, 2004 4:40 am
#1

I just mastered weaponsmith and having done so I spent a few days scouring my galaxy for the best resources I could possibly find to get my first run of advanced components made. All important stats are over 850, and I managed to get resources with mosts important stats over 950 after shelling out many milliions! I realise this may be considered rash but I believe that reputation is everything and if I am to start out by making sub-par weapons I am going to discourage people from ever returning to me so I intend to make quality from the word go.


I was previously a pvp player and my only crafting experience is as a doc which I spent some months doing. What I would advise on is how to best spend my experimentation points on the various advanced components to make some nice well-rounded weapons with good damage, speed, and low HAM costs. I realise you will all have different theories so ifyou would be so kind as to offer explanations as to why you prefer your method then I will absorb it all and I may even offer my customers choice over additional dmg for higher HAM costs.


Thanks in advance for any advice offered.



= Bekah Cudet =
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DrkSyde
Sun May 09, 2004 5:18 am
#2

Personally I Use all my experimentation points in damage/speed (they are intertwined) and any left over points i will tend to drop in Efficiency(HAM) or Range Mods( to hit) ...I do this for weapon components and in final build experimentation (with very few exceptions )... Every one likes the best possible damage....and since Doc's buff, and Chefs sell great stat enhancing food combo's ...I have few requests if any at all for Low HAM weapons since buffs work so well....Now onto an exceptions....IfI have a special request from a player then i will do what is asked of course... also for example I do make a few weapons with Range experimentation fully on reinforcement cores...example, for some special -6,-6,-6 range mod Power hammers I sell, they are less in damage by a bit... but they do not have that horrid -29,-29,-29 on all range mods... I also stock the Normal PH's too for those who do not care how much they miss but want the better damage...



Corbantis
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Dodece
Sun May 09, 2004 9:34 am
#3

Damage speed all the way, and its obvious why. Each experiment will usually knock off one ham point or add 1 point to the range modifiers Ideal. In other words they never add up to anything resembling useful. While the speed damage can add tons of points to damage and speed.


A plus one to range will not cover up a plus seven to damage. 5 points of ham will only give a player what one more shot. Which they will need because the gun is consequently weak. I dump all I can into speed dam, and then any left over points into durability. With 2 points on the durability the persons gun might last another couple days, and last longer before it needs repaired. This stat people will notice as compared to a couple points less ham or a couple more points to the range.


If you want to work the range up best to do it in a scope. The points go further. Infact you can make a 15 plus range 1 ham job from a nice advanced scope. So tinkering range in the final assembly is very much a waste.


Dam speed all the way. If you have left over dump it into the durability. The simple fact is that altering the ham or range is experimentation intensive, and you yeild so little for it. The only exception might be in some melee components, or a weapon you have decided to make low ham. A newb dh17 sans stock and scope. Might be worth lowhamming so that the newb can just spam away


MasterMind013
Tue May 11, 2004 1:11 pm
#4

I agree with all the comments about Damage/Speed being the top priority.

Depending on how many points you have and how experimentation goes, you may or may not have a few experimentation points left over. I will put these last couple points in different spots depending on what I am making. Most of the time, the HAM is not greatly affected by putting the points in there. Maybe a few lower HAM points but not much. Some of the melee weapons have absolutely horrible ranges. And a few extra points in there can make a difference when you keep missing. If the range is good, I normally go for durability. An extra 150 points in condition can keep the weapon useable for a longer time and can also give you a little more life if they have a bad repair.



Mirra Brolce
12pt FS Master Grenadesmith
Harv-Tech Labs
Solace, Corellia, Radiant Server

Visit The Grenade Shop at -307 -5588 on Corellia
Kielker
Tue May 11, 2004 1:58 pm
#5






Dodece wrote:

Damage speed all the way, and its obvious why. Each experiment will usually knock off one ham point or add 1 point to the range modifiers Ideal. In other words they never add up to anything resembling useful. While the speed damage can add tons of points to damage and speed.


A plus one to range will not cover up a plus seven to damage. 5 points of ham will only give a player what one more shot. Which they will need because the gun is consequently weak. I dump all I can into speed dam, and then any left over points into durability. With 2 points on the durability the persons gun might last another couple days, and last longer before it needs repaired. This stat people will notice as compared to a couple points less ham or a couple more points to the range.


If you want to work the range up best to do it in a scope. The points go further. Infact you can make a 15 plus range 1 ham job from a nice advanced scope. So tinkering range in the final assembly is very much a waste.


Dam speed all the way. If you have left over dump it into the durability. The simple fact is that altering the ham or range is experimentation intensive, and you yeild so little for it. The only exception might be in some melee components, or a weapon you have decided to make low ham. A newb dh17 sans stock and scope. Might be worth lowhamming so that the newb can just spam away









A weaponsmith after my own heart.


Generally, I experiment:


1) damage/speed


2) durability


3a) If I have points left over after getting durability over/near 1000 AND the range mods are low, I experiment on range.


3b) If I have points left over after getting durability over/near 1000 ANDthe range mods are already high, then I experiment on HAM costs. Experimenting on a 105 HAM cost stocked T21 is like shooting a squirt gun into a lake.




~~~~~~~~~~~~~~~~~~
Kielker Serrot / Keldo Reenix
purdyguy2287
Tue May 11, 2004 7:27 pm
#6

My strategy is two fold. For regular weapons that are not loot or krayt, i will put all my points towards damage/speed and the rest towards lowering HAMs. This is what most of the people on Tempest seem to want. For krayt weapons, i do all damage/speed and then put it into condition. From my experience, most people want their krayt weapons to last longer and i really can't blame them. So that is my two-cents worth and i hope it helps.









Iste

Master Weaponsmith *Retired* - Master Armorsmith *RETIRED*
fuzzmana
Wed May 12, 2004 12:49 am
#7

I tend to do damage till its full and then if i have any points left, i drop them in Condition, because the wpn is worthless if it has a low conductivity. Some wpns like the Dxr-6 rifle need either the green cubes or a few extra points in the cd cause they come out with like 600 cd if you dont, which is absolutly horrible.



-Clonius- Master Wpnsmith/ Master Tailor
MIA- Killed by SOE's stupidty

Valcyn Server

Be sure to check out the Union of Crafters Mall in Mercadia, Naboo. Tons of reliable crafters with very reasonable prices
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