Weaponsmith Archive
Thread: 12th Point and not much difference?
laodamas wrote:
I've started maxing out effieciency on componets, then putting my remaining points into speed. Final combine I max out damage and remaining points to effieciency. Find this gives the best balance and usefullness of my points.
Thanks for your reply, but it doesn't really go to the heart of my questions. I guess i didn't really express what i was trying to ask.
I wasn't really referring to how i should experiment (maxing efficiency or speed) on sub components. I make both types, just chose the speed experimented ABPH's to test how much of a difference the extra experimentation point made.
I didn't really see much difference, if any, on the ABPH (hadn't had time to check other subcomponents yet) and am not sure if i should take the time to rebuild all my subs or if i should just continue making weapons with the 11pt subs until i run out.
So the main question i guess is for WS that have gone from 11 to 12pts post CU. Did you see any significant changes in your subcomponents after you got the 12th point? If so which subcomponent was most effected?
but to answer the original question. if those are your numbers then you've done something wrong with the recent crafts. where is the new exp point going? do you watch the numbers after every point used to ensure that with every point the numbers are increasing? sometimes, even still at low experimentation percentage values, and even still as a 12pt (+31 weaponsmith experimentation) w/ forcesensitive experimentation +20, i can waste a point of experimentation to damage or sac and see NO increase in the effective numbers (or that there is no effective gain). sure the experimentation percentage has risen, but for no good. so be sure to watch your numbers after every point.
if your putting the extra point to sac or dmg, this is my guess.
if you've already considered the above case then:
then for your second speed value, is this where your speed maxes out with the resources you've used? if so, then use a point of experimentation elsewhere. theres no point using that point for just 0.01 spd decrease or whatever the difference is.
although you've advertised ws' since 03/2004 in your sig and thus i cant see either of these being the problem, but i thought id run them by you anyway. ive made my stupid mistakes too: automatically assuming the best resources for abpb's would have to be the best for standard bpb's-i've never made worse d18s :S.
Message Edited by injektion on 06-09-2005 05:59 AM
Rathagor wrote:
Just to add my 2 cents as a10pt smith. On almost all subcomponents with the resources i'm using and getting all Great Sucesses when expiremting and on assembly, I always can only max out one line such as speed. I have no other points to use after that.
So if I was a twelve point smith i'd usually have two more expirementation points to through into something else like efficiency. Now if I started getting more Amazing Successes I might end up with 3 or 4 extra expirementation points to work with after doing an entire line like speed. I'm usually in the area of 90-98% on any single line such as speed, on any component. So I think there is a great difference.
Well put. And I think that answers the posters question to a tee.
laodamas wrote:
I've started maxing out effieciency on componets, then putting my remaining points into speed. Final combine I max out damage and remaining points to effieciency. Find this gives the best balance and usefullness of my points.
I have been doing the same with effieciency on sub components but put the remaining points into damage. The final combine is exactly the same. The reason for this is that i believe that DPS is not a reliable stat, and a weapon with a high DPS, will more than likely have a high SAC.
Whrlwnd13 wrote:
laodamas wrote:
I've started maxing out effieciency on componets, then putting my remaining points into speed. Final combine I max out damage and remaining points to effieciency. Find this gives the best balance and usefullness of my points.
Thanks for your reply, but it doesn't really go to the heart of my questions. I guess i didn't really express what i was trying to ask.
I wasn't really referring to how i should experiment (maxing efficiency or speed) on sub components. I make both types, just chose the speed experimented ABPH's to test how much of a difference the extra experimentation point made.
I didn't really see much difference, if any, on the ABPH (hadn't had time to check other subcomponents yet) and am not sure if i should take the time to rebuild all my subs or if i should just continue making weapons with the 11pt subs until i run out.
So the main question i guess is for WS that have gone from 11 to 12pts post CU. Did you see any significant changes in your subcomponents after you got the 12th point? If so which subcomponent was most effected?
What I meant in my post was, maxing out SAC will usually cost 10 points(9 with enough amazings). This leaves me with 2 or 3 points for speed. The difference between 1, 2 or 3 points in speed is quite significant on the subs. On final combines same basic principle. 10 points will max damage experimentation, then I can drop 1, 2 or 3 points into SAC, each one making a 3 or 4 action cost difference. It is my experience that the 11th and 12th points are very useful to have.
Message Edited by laodamas on 06-12-2005 02:05 AM
Trigg_Ichosw wrote:
laodamas wrote:
I've started maxing out effieciency on componets, then putting my remaining points into speed. Final combine I max out damage and remaining points to effieciency. Find this gives the best balance and usefullness of my points.
I have been doing the same with effieciency on sub components but put the remaining points into damage. The final combine is exactly the same. The reason for this is that i believe that DPS is not a reliable stat, and a weapon with a high DPS, will more than likely have a high SAC.
this is almost exactly what i do.
WITH ONE DIFFERENCE: assume your making a component, a 29% assembly is achieved and a potential for 99% experimentation exists. throw 8 points into effeciency and rolling an amazing success put you at 95%. the 8 applied experimentation points caused a percent difference of 66. this can also be considered an approximate 8.25%/pt with the final percentage after a single roll being rounded to the nearest integer number. realize that experimentating point by point can only give a max of 8%/pt due to the effect of rounding to the nearest digit and you'll then realize experimenting via 2 rolls, an applied 8pt roll and an applied 4pt roll, or experimenting via 3 rolls (to hit all three dmg, spd and sac), 3 applied 4pt rolls, is the best as 8.25%/pt*4=33% and 8.25%/pt*8=66.
this, i feel, works the best. [with enough time and resources spent of course] i can get one line up to 95% experimentation via 8 pts and a second line up to 52%.
in my case this is 95% sac and 52% dmg which gives -9sac and (i think) 20-45dmg. in the case of a master pistol, where i will then spend the 9th pt in dmg and just 3 to speed, still experiments up to 790dmg with 94sac(i think but thats close at least), and gives a moderately high speed.
i dont worry about the moderately high speed though however as im a preslice vendor, since you've now kept the dps low with a slow speed, you'll get higher slice values, and of course since its a percentage, will, cut about (on a 10% slice) .21 speed (on my guns) down to 1.9 creating a nonlootdrop pistol at 790dmg 1.9spd 94sac kinda making it look like you used preCU components
cheers.