Weaponsmith Archive

Thread: What every Weaponsmith should have : WS little Helper v0.4 Alpha (URL)

Puttley
Mon Jul 11, 2005 2:23 am
#1












this link is an excel spreadsheet (similar to the AS little helper by Umma Gumma on Eclipse) to allow you WS to input the stats on your resources and the experimentation points you plan to allocate in crafting to get final stats for each component (including Krayt Tissues), final weapon (Adv. Laser Rifle only so far - make sure it works first before expanding). i've also begun trawling the Smuggler forums to find info on the new slicing patch to include (so that part is very estimated currently), and also to include any pups you want to apply on your rifle and then using the info in the Game Guide forum by Steevano on predicted damage i've got a base attack damage prediction against any creature at an identical level to yourself.


hope you like it, any feedback would be usefull and will help in expanding and increasing the accuracy of the predictions.


http://www.freewebs.com/uttley/WS%20little%20Helper%20v0.4%20Alpha.xls

Message Edited by Puttley on 07-13-2005 12:33 PM

Puttley
Mon Jul 11, 2005 4:32 pm
#2

see above

Message Edited by Puttley on 07-13-2005 12:33 PM

BountyhunterN00b
Mon Jul 11, 2005 4:42 pm
#3

Interested!

[Edit]although I only have exel 97 so I'm not sure it will work

Message Edited by BountyhunterN00b on 07-12-2005 02:00 AM



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Jons Bonde
11pt Master Artistian
12pt Master Weaponsmith
10pt Master Armorsmith

Vendor at 2836 5531 Talus, Dunhallow mall
stanleycat
Tue Jul 12, 2005 3:40 am
#4

me too



Jase theAce
ex_SWG
Puttley
Tue Jul 12, 2005 5:56 am
#5










all now summarised above

Puttley
Tue Jul 12, 2005 11:16 am
#6

anyone managed to try this against a weapon yet? be great to know

now updated to show base and estimated DPS

Message Edited by Puttley on 07-12-2005 07:39 PM

BountyhunterN00b
Tue Jul 12, 2005 1:11 pm
#7

On the stock I got 525 in the wood and 830 and when I make one ingame I get -20 SAC but according to the calculater I should only get -19. Although im not 100% sure that the stat of the wood is 525 since I dont have the game running, but im pretty sure



-------------------------------------------------------------------------------------------------------------------------------------------
Jons Bonde
11pt Master Artistian
12pt Master Weaponsmith
10pt Master Armorsmith

Vendor at 2836 5531 Talus, Dunhallow mall
Puttley
Tue Jul 12, 2005 1:30 pm
#8

On the stock I got 525 in the wood and 830 and when I make one ingame I get -20 SAC but according to the calculater I should only get -19. Although im not 100% sure that the stat of the wood is 525 since I dont have the game running,but im pretty sure

.......................................
kinda noticing something similar with my stuff, i have to re-ajust the experimental foumula a little i think. kinda just glad you were that close for now!

thanks for the input there
Bronta
Wed Jul 13, 2005 12:30 am
#9

I'm at work or I'd test it. Looks great though. I'm hoping I can add more schematics to it. (I'm not very familiar with excel hehe). Great work!



BRONTA
Lizards do it better
Puttley
Wed Jul 13, 2005 12:45 am
#10

#fixed SAC final totaling up
Puttley
Wed Jul 13, 2005 4:27 am
#11


now updated to include a little infor for basic ranged attack worked from Staveeno's efforts over on the GameGuide forums to give you an idea on final damage. and also the ability to see what happens with any PUPs you might want to add.



have many people really tried this yet to see if it works? i can get started on the other components if there is any interest (personally i only make ALRs so thats why this is a focus here to start with).


HardwiredXMan
Wed Jul 13, 2005 9:04 am
#12

What amount of speed did you base the skill speed mod on? Is it speed at master rifleman? Because there is no option to put in your current speed skill mod to determine the final attack rate on the attack worksheet. Although I could just use Steevano's calculator, just thought you should add that option in.


Also, you should think about putting in a formula to limit the amount of experimentation points you can spend based on your max available experimention you can get with your resources. Currently the sheet allows me to input more experimentation points in one area than resource cap would allow based on the used resources, although the results stop at the correct amount of experimentation, the amount of points you put in has no limit. That can make for mistakes by the user.


For example if my resources only allow me to put a max of 9 experimentation points in efficiency, the final results stop increasing at 9 points, but I can still put in 10 points, It should cap at 9. This a simply a minor issue because any good WS would already know how many points they can cap at...but if this tool is gonna be used by up and coming WS, it could help them out a lot.

Puttley
Wed Jul 13, 2005 9:28 am
#13

if you're refering to the skill speed mod figure of 179 on the "slicing" tab then that was for aM.Rifle, M.BH with +25 gen speed tapes and +25 rifle speed tapes. though it can be changed for any other proffesion -just check CTRL+C for yours. you just type over the 179 with your own (or your customers)if thats what you mean and it will update for the mod speed below. perhaps i'm not understanding your question.


it might be nice to make a limit to exp used when you hit a cap. i'll take a look, still trying to get to grips with Excel yet. and perhapsa total for exp used so you can see similar to you would in crafting. though putting 9 in when it should cap works, and putting 10 in still caps at the 9 value - it just lets you 'over experiment' with no output bonus mind.
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