Weaponsmith Archive

Thread: 12 PT WS

meediummshoww
Mon Sep 20, 2004 9:45 am
#1

I'll have my MWS soon, so how many points of experimentation am I going to need to be 12 pt smith? Currently, all I have is the weaponsmith's toolkit.



Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
Anonymous_Smuggler
Mon Sep 20, 2004 9:55 am
#2

17


Each experimentation point requires 10% of experimentation mods, so you'd need a +120 to experimentation for 12 experimentation points.



Master Swordsman
Scout 4040
Fencer 0440
TKA 4004
Medic 2000
meediummshoww
Mon Sep 20, 2004 10:03 am
#3

wow, thanks. That is going to cost me a fortune....


Providing I'm using quality resources and crafting tools, can I make competive weapons at MWS with the WS toolkit?



Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
Va-Mei
Mon Sep 20, 2004 10:26 am
#4

Competive? Yes, you can compete. If the focus of yourbusiness is to maximize DPS on factory built goods, then you'll be able to hit your material cap with 10 points. You may need to try a few more times than the other guy to get it right, but you can do it.


The 2 advantages a 12pt smith has on you are better experementation results (read asfewer failures) for their custom work (geo, ackly, gorax, kryat), and a point or 2 left over to toss at range, HAM or durability.Given the same materials, their basic work will be better than yours, buta slicer will make more differencethan those 2 points.
meediummshoww
Mon Sep 20, 2004 10:39 am
#5

so, how many experimentation points do you get at MWS? I'm at work right now and the character builder (allakhazam) doesn't give you that info.



Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
Va-Mei
Mon Sep 20, 2004 10:41 am
#6

A Master with no skill mods will have 100 expermentation points.
meediummshoww
Mon Sep 20, 2004 10:44 am
#7

thanks.



Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
Parsifal_Nightstalker
Mon Sep 20, 2004 2:10 pm
#8


Umm... most of the answers weren't exactly accurate...


Here's the deal: a Master Weaponsmith has a skill mod of +100 for weapon experimentation (+100 weapon assembly as well, but let's focus on experimentation). That +100 gives you ten points with which to experiment. To be a "12 point" weaponsmith, you would need to acquire skill tapes totalling +20 in weapon experimentation. Bespin port and force-sensitive skills do not add experimentation points, period.


Now, here's the reality: this whole twelve-point thing is way overblown. Your resources have far more impact on the quality of the item produced than how many times you can experiment on it. Remember too that there is the famous "resource gate" - you can't raise the stats over a certain amount no matter how many points you have. Weaponsmiths with +100 weapon experimentation ("ten point") can almost always max speed and damage, and often have extra points for HAM, durability or range. Sadly, most customers only look at speed and damage anyways, so this mania about skill tapes is horribly overblown...


Spend you credits on acquiring the best resources possible, they matter far more than an extra point or two.





Klingsor Master Weaponsmith (FS)................Tempest's Second-Oldest Active Weaponsmith
Mining Outpost, Dantooine (-371, 2107)..........................with KlingsorSliced Premium Weapons
Mos Krayt, Tatooine (6212, 4523)................................................................next to the shuttle
River's Edge, Dantooine (4444, -3916)..........................................at the Over the Edge Cantina


dsurfman
Mon Sep 20, 2004 2:14 pm
#9

got a +1 tape for 250k yesterday on Tarq...Wonder if the merchant knew what they go for per point?



Celehorn
Imperium Securis
EdOWar
Mon Sep 20, 2004 4:02 pm
#10

For a new weaponsmith, it's much more important to spend your money on the best resources you can find, most of which will be old spawns and very expensive (if you can find them at all). Once you have a good resource collection and a steady business established you can start thinking about spending some of your extra cash on skilltapes, if you like.


The 12-points arenotvital, and a 10-point smith can compete quite well without the extra points. However, they are very handy for custom work with enhancements (such as krayt tissue, acklay bones, etc.). The extra 2 points can come in handy to make up for a moderate success in experimentation.


Slim Vargo, Corbantis
godsith
Mon Sep 20, 2004 8:44 pm
#11

if you are a rodian that help too



My name is Mathieu.. Can we be friends?
meediummshoww
Tue Sep 21, 2004 9:30 am
#12






Parsifal_Nightstalker wrote:


Umm... most of the answers weren't exactly accurate...


Here's the deal: a Master Weaponsmith has a skill mod of +100 for weapon experimentation (+100 weapon assembly as well, but let's focus on experimentation). That +100 gives you ten points with which to experiment. To be a "12 point" weaponsmith, you would need to acquire skill tapes totalling +20 in weapon experimentation. Bespin port and force-sensitive skills do not add experimentation points, period.


Now, here's the reality: this whole twelve-point thing is way overblown. Your resources have far more impact on the quality of the item produced than how many times you can experiment on it. Remember too that there is the famous "resource gate" - you can't raise the stats over a certain amount no matter how many points you have. Weaponsmiths with +100 weapon experimentation ("ten point") can almost always max speed and damage, and often have extra points for HAM, durability or range. Sadly, most customers only look at speed and damage anyways, so this mania about skill tapes is horribly overblown...


Spend you credits on acquiring the best resources possible, they matter far more than an extra point or two.







thanks a bunch man, good stuff to know. Buying the best resources possible is where I've been starting. I was going to use any leftover too buy skill tapes...


would you say weapon assembly skill tapes are worth what ppl charge for them? Luckily I've looted a few in the last month or so and my weaponsmith's toolkit also has this bonus. From my understanding, weapon assembly mods give you a greater chance of achieving an amazing success. Is this right?




Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
Solarstryder
Tue Sep 21, 2004 11:38 am
#13

As an example of what a 10-point WS can do:


I am a 10-pt and I can get 100% Damage Experimentation of weapons, with perfect resources. Ex. my Gaderiffi Batons are 100% Dmg cause I have 1000SR Iron.


So, a 10-pt WS is almost indistinguishable from a 12-pt to most players. It is those players that calculate the damage per seconds and calculate damage mitigation, that will take there Acklay Bones to a 12-pt, usually. lol


This does not mean I don't want some extra experimentation points so I don't have to try 6 times to get a good schematic.
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