Weaponsmith Archive

Thread: How are YOU spending YOUR experimentation points?

Intelerebel
Wed May 26, 2004 10:43 am
#1

Right now I spend most of my efforts specializing in ranged weapons.

Typically, when experimenting, I tend to max out my damage bars, and I still have a couple exp. points to spare. Usually Ill use the remaining points on Range. I feel that its not in my best interests to make guns that last for too too long, therefore I rarely exp on durability. And efficiency?.....well dmg and spd stats always seemed to impress my ranged weapons customers more than HAM costs. I suppose if I was doing melee I might look more seriously into it.

My question is....What are your strategies for spending Experimentation points?


Also, If anyone would be kind enough to list as many factors as possible which could help a master WS achieve as close to 99% exp ratings as possible, I think it would be invaluable to myself and the community



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Ropik
Wed May 26, 2004 10:53 am
#2

I typically max damage then hit durablity.
salatiousCrumb
Wed May 26, 2004 10:58 am
#3

Max and durablity.



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YamadaMan
Wed May 26, 2004 11:25 am
#4

damage as far as I can, then if I have points left, I hit durability.



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Gelotri
Wed May 26, 2004 11:47 am
#5

My alt character spends max on damage and the rest into efficiency for the HAM effects. Any shortcomings in HAM costs are offset by buffs.



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Di-Kiem
Wed May 26, 2004 1:36 pm
#6






blckrain wrote:
I do DMG and then put the durability just over the 900 mark and then bump the range by 3 or 4 points if i can.






Agree. I would do durablity over 900ish mark and dump all to ideal range mod.



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IdrisTycho
Wed May 26, 2004 2:38 pm
#7

For unenhanced weapons: Damage and Range. Since these are cheap weapons, there is no reason to worry about how long they will last. It seems like a better idea for me to spend the points on something that will directly increase the effectiveness of the weapon.


For enhanced weapons or ones made from looted components: Damage and Durability. Since these are usually very expensive, I feel I am doing the future owner a favor by making it last as long as possible.
Be0Wulfe
Thu May 27, 2004 12:03 am
#8

Damage, Durability, if I go over 1k, Range Mods


Rarely HAM anymore.





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blckrain
Thu May 27, 2004 12:11 am
#9

I do DMG and then put the durability just over the 900 mark and then bump the range by 3 or 4 points if i can.




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Intelerebel
Thu May 27, 2004 7:02 am
#10

I understand experimenting on durability when it comes to loot-enhanced weapons or special schematics, but does anyone else agree that range benefits are more striking than durability for regular weapons. Isn't it in our best interests to give someone a weapon that has more impact during battle, than a weapon that lasts for a few extra days. This way, not only would you offer a better gun for fighting, but you're also getting your customer to come back and buy another one just a bit sooner.


It's the American car theory..... In the seventies and the early eighties, American car manufacturers purposely refused to add money to R & Dbudgets in orderto make cars last longer. In order to keep sales up, they wanted people to buy a new car every 4 to 5 years. Then the Japanese manufacturers such as Toyota andHonda, set out to make cars which lasted longer and had less maintenance problems. This had a huge impact on the market because people started to realize how much money they would save by buying japanese and benefitting from this philosophy.


Weapons in SWG, however, are a slightlydifferent story. From my experiences, weapons buyers are asking themselves just couple a couple of questions when choosing the right gun for them. "How much damage can I deal? How fast? and from how far away?" I don't think I've ever had a customer tell me...."you know what: I need a gun that's gonna last me a really long time, even if it means it's not as powerful".


With regards to range....the difference between a DX2 which is capable of shooting at 58 meters compared to 54 meters, could be the difference between having a whole group of mobs aggro you as opposed to being able to just pull one at a time. Plus the overall damage output of the weapon becomes even more augmented by the fact that range experimentation also improves a weapon's accuracy. Less misses = more dmg.


With all the profession grinding going on, it seems to me that it would be mutually beneficial to produce weapons with higher overall damage outputs, than weapons which last longer. Grinders get the best possible dmg ratio's while weapnsmiths get to see their customers a bit more often.


Anyway....just my 2 credits on this. I'm interested to hear some feedback.



v==================v AOTA v==================v
. Master Weaponsmith / Master Smuggler .

[ Obsidian Fear Team Leader [
Dodece
Thu May 27, 2004 12:10 pm
#11

Damage then durability. I just hate to burst any illusions, but lowering the ham cost by two points or increasing the ideal by two points. Will not be noticed by a customer. They are not that sophisticated. Whereas they will notice a hundred more points of durability. Especially if its a high end weapon.


The problem is that tinkering in the ham or range. Just dosent do what it should do, and noticeably improve the gun. If ham could be reduced by two points a chuck. Then loseing four or six ham points would be desireable. Range increases of three points would also be noticeable. The worst thing about experimenting the ham is that you can double moderate and actually ruin the ham. Say you have a weapon that is 40 40 40 You moderate two goes and get a ham of 38 38 42. Bam the gun is worse for the effort. Sure two hams are lower but one is higher, and which bar will spray clean first. Congratulations you just spent two exp on makeing your weapon worse for a customer.


DarkRaIN4
Thu May 27, 2004 4:51 pm
#12






IdrisTycho wrote:

For unenhanced weapons: Damage and Range. Since these are cheap weapons, there is no reason to worry about how long they will last. It seems like a better idea for me to spend the points on something that will directly increase the effectiveness of the weapon.


For enhanced weapons or ones made from looted components: Damage and Durability. Since these are usually very expensive, I feel I am doing the future owner a favor by making it last as long as possible.







I don't think u can make that call ,U shoud ask the costumer wat he wants . If he spends alot of money on a realy goodPVP weapon then i think it dusn't matter that it last a little longer or not but that he wants the best possible weapon


then again people are more inpressed that u have 1k on durability but impressing people is wat noob ws do in my oppinion . master ws shoud be overt that stage







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Kershakk
Thu May 27, 2004 6:02 pm
#13

It's most fun when you worth with a polite and understanding customer who has a clear idea of what he wants, then you can tinker and talk them through it.


Recently had a customer looking for a stun baton with 'as low mind cost as possible'. Of course we all know that's a bit of an open answered question, but eventually settled on a build that when combined with one of my kind of melee powerups (Mind/Speed/Max Damage) gave him a stun baton with the same profile as my standard stun batons speed and damage wise but with around a mammoth 50% reduction in mind cost. He was really pleased and I had fun.


Shame that kind of thing rarely happens.


Oh, and durability almost all the time. People notice 4 digit conditions more then 2-3 less HAM.


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