Weaponsmith Archive

Thread: CU Experiments Focus on HC Scatter Pistols

Dusk
Wed May 04, 2005 8:36 pm
#1

I've decided to take some time to figure out exactly how components and experiment points affect the final product. I picked to play around with the HC Scatter Pistol, as it takes only one ABPH.


I also have a BH as an alt, and after a bit of playing, Ive decided that SAC is pretty important ... the last thing you want to do in a fight is run out of action. So my goal is to make the SAC as low as possible, still retaining good damage and a good speed.


(All numbers listed are base numbers, not modified)


First Weapon:

ABPH: 15-41 damage, -1.42 spd, -4 SAC

APPB: 14-40 damage, -1.28 spd, 1 wnd, -2 SAC

AWScope: 0.067, +9 Accuracy


Final Product: 1.98 spd, 359-766 (283.3 dps), 31.05 wnd, 10 Accuracy, 97 SAC


Not bad I thought. Then, I tried to replicate the result with my all speed/then damage components:

Second Weapon

ABPH: 18-43 damage, -1.86 spd, +4 SAC

APPB: 18-43 damage, -1.45 spd, 4 wnd, +6 SAC

(No scope for this one)


Final Product: 1.99 spd, 328-731 (266.31 dps), 24.25 wnd, 1 accuracy, 96 SAC


I was trying to get the same gun, with different components. I had to dump a lot of points into SAC, which left me with very few for damage (I think I had to put one into speed as well). What does this tell me? All speed/then damage components are NOT the way to go, if you even remotely care about SAC.


So, lets look at what each experiment point gives us (assuming each exp point is 7%, obviously with amazings, you'll get a better product):


Components (ABPH, APFM, Barrels)

Speed:Each exp point gives about-.14 (remember speed of components is actually multipled by .1 for final .. so -.014)

Damage: Each exp point gives about +1 min/+1 max (I think its actually a little less than 1 for each, maybe closer to .9)

SAC: Each exp point gives about -1.4 (rounded to the nearest whole number I think)


Final Product:

Speed: Each exp point in the final product gives around -.035

Damage: Each exp point gives about +13.5 min/+13.5 max

SAC: Each exp point gives about -3


Some ratios of Final Exp Points vs Component Exp Points:

Speed: -.035/-.014 =2.5. You get 2.5 more for each exp point if you experiment on the final product.

Damage: 13.5/ 1 = 13.5. You get MUCH more for each exp point if you experiment on the final product.

SAC: -3 /-1.4 = 2.14. You get 2.14 more for each exp point if you experiment on the final product.


To make the 'best' overall product, the components should be experimented in speed and SAC only. Damage is not worth experimenting for on the components (I think this had been a pretty obvious fact by now). But you actually get the best return by experimenting on the SAC on the components and then Damage on the final product. The extra points would go into speed for both.


Thoughts?





==========================================
Aurek StormBlade - Combatant
Aurorae StormBlade - 12pt Master Weaponsmith / Master Artisan
-SE- StormBlade Enterprises for all your quality weapon needs!
Farpoint Valley, Tatooine (5283, -1520)
Dusk
Wed May 04, 2005 9:32 pm
#3






CorenLanra wrote:
You missed my updated post Here which basically has the same exact findings you came up with.

Mine were made with krayt tissues however, so it might skew the results just a bit but overall yes, all speed + rest in action cost seems the way to go as far as DPS is concerned.

After some more tests are made I might switch to all action cost then speed if the recharge timers on specials are not controlled by the speed of the gun.


whoops forgot a " in my clicky

Message Edited by CorenLanra on 05-04-2005 10:52 PM




Good to see our results co-incide with one another. Means we must be doing something right


Even if the specials depend on the speed, I'm still going to go for all SAC first, then speed, because


1) you get a better return for SAC per exp point (and I'm already starting to see the customers desiring a decent SAC)


2) speed is something that a customer can manage somewhat (skills, CA's, stims, slicing, powerups), while managing of SAC can only be done through a powerup


3) Like I saw someone else say, 0 Action left = 0 DPS .... running out of action in a battle is a sure way to taking a trip to the cloner.







==========================================
Aurek StormBlade - Combatant
Aurorae StormBlade - 12pt Master Weaponsmith / Master Artisan
-SE- StormBlade Enterprises for all your quality weapon needs!
Farpoint Valley, Tatooine (5283, -1520)
CorenLanra
Wed May 04, 2005 9:40 pm
#4


Dusk wrote:



CorenLanra wrote:
You missed my updated post Here which basically has the same exact findings you came up with.

Mine were made with krayt tissues however, so it might skew the results just a bit but overall yes, all speed + rest in action cost seems the way to go as far as DPS is concerned.

After some more tests are made I might switch to all action cost then speed if the recharge timers on specials are not controlled by the speed of the gun.


whoops forgot a " in my clicky

Message Edited by CorenLanra on 05-04-2005 10:52 PM


Good to see our results co-incide with one another. Means we must be doing something right

Even if the specials depend on the speed, I'm still going to go for all SAC first, then speed, because

1) you get a better return for SAC per exp point (and I'm already starting to see the customers desiring a decent SAC)

2) speed is something that a customer can manage somewhat (skills, CA's, stims, slicing, powerups), while managing of SAC can only be done through a powerup

3) Like I saw someone else say, 0 Action left = 0 DPS .... running out of action in a battle is a sure way to taking a trip to the cloner.






That was me if I'm not mistaken Here

Message Edited by CorenLanra on 05-04-2005 11:41 PM



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