Weaponsmith Archive
Thread: Weapon stat caps
Page 1 of 1
Ikour
Thu Apr 22, 2004 7:47 pm
#1
I've been doing only melee weapons for quite a while, and I noticed a few things recently I thought I'd share....
Now, I would think most of us know how the cores only add to the experimentation we get on a weapon, so a higher damage core (or replacement) doesn't give you better experimentation results as far as damage numbers go. But there is more to it, a cap on attributes of a weapon no matter how good of a core you put in it. I have3 examples.
1. Vibro knucklers - I put in cores one point better on HAM usage (made especially for the purpose of low HAM knucks). The ones I had used before were 4/4/4, the new ones were 3/3/3. The knucks came out the same, 22/34/22, when experimented all the way down on HAM. This struck me as odd, since I had actually seen knucks with lower HAM to them. Vibro units instead of advanced vibro units? Either way, that one point did not matter in the final assembly. These were made with 995 SR steel and 799 SR copper.
2. Just today I made some hammers withGeo cores that were -0.4 speed compared to my advanced cores. My hammers come out to 5.4 speed, and yet these came out to 5.3 with the same materials besides the core. The materials used were the steel and copper mentioned above and 959 SR kammris.
3. I made a scythe with -1.3 speed Geo cores. Now, doing the math, that would come out to a 1.8 (my normal 2.6 - the roughly 0.8 difference, I may be a point off in my estimation, meaning it should have been 1.7) speed scythe on assembly. It came out to 1.9 on perfect experimentation, a -0.7 comparedto what it could have come to.
It seems to me that as you get into the better materials, the speed and HAM cap out at a certain point (at least for the experimentaldamage rating you can get to) rather thantaking the full benefit of the cores, suggesting a certain limit to how good those things can actually be on a given weapon. Just something I thought you all miight find interesting.
Ikour
Bluedoots
Sun May 01, 2005 7:45 pm
#2
I did a lot of crafting today and hitsome weapon caps.
Almost every weapon hits the wound cap soI'm sure by nowmost smithshave seen the wound cap messages over and over again at every step during crafting.
On rifles there is a minimum SAC (action cost)limit of 82for T21s and Advanced Laser Rifles.I couldnot experiment below a SAC of 82 on those two weapons and got messages saying I had hit the maximum (sic).
On carbines, I hit the minimum SAClimit of 73 on the E11 Mark2 carbine. I could not experiment below a SAC of 73 on that weapon and got messages saying 73 was the limit.
On D18 pistols the damage cap is 46 minimum 92 maximum. I was way over that so I've gone back and started making components specifically for the D18 that have no points put into damage. I'm not sure I can stay under the cap even by doing this.
Slicing seems to work on the principle of diminishing returns. The higher the preslice stats of the weapon, the lower the slice. A pre-CU tusken rifle made with spider fangs got a 0% damage slice so I assume there is a hard cap on slices. T21s with a max damage just over 1000 got 6% damage slices. T21s with max damage just under 1000 got 7% damage slices. A T21 made when I learned about the SAC cap got a 13% damage slice since I thoughtI was ignoring one of those wound messages and put morepoints into SAC after I had capped. In all cases the higher stat preslice weapon ended up with higher stats postslice. The weapons that got 7% damage slices had slightly lower postslice damage than weapons getting 6% damage slices. Identical weapons had approximately the same postslice dps whether they got speed or damage slices. A series of identical weaponswould get either 4% speed slices or 7% damage slices. Another series of identical weapons would get either 9% speed or 6% damage slices. So, identical weapons have almost identical dps after slicing whether they get speed or damage slices.
On another note, all the krayt power handlers I made pre-CU lost their stats today. The stats now are almost the same as non-krayt pre-CU power handlers. Power handlers made with +100 max krayt now have stats like regular power handlers. Krayt power handlers I made today hadcorrect stats and added the stats to the weapons I used them in as expected.
Page 1 of 1