Weaponsmith Archive

Thread: Force Experimentaaion on Weapons

AlbanHall
Sat May 14, 2005 5:12 am
#1

Hello all,

I have been a weaponsmith on and off since the game opened and have always been limited to 10 experimentation points. So since I have been working on the force quests I desided to go for the force experimentation branch thinking it would give me 2 extra experimentation points on any crafting I did. Well as it turns out I when I finished through lvl 4 in the branch I still only have 10 experimentation points. Can someone tell me why ths is? Also I have notice since I am crafting a lightsaber for the padawan trials I don't get credit for the points there either. This seems wrong to me. Tell me if I am alone in this.
Summerflame
Sat May 14, 2005 6:05 am
#2

Hi there

THe Force sensitive experimentation branch deosnt give you 2 extra points. Only tapes will. It does however give you higher possibility of great and amazing successes when using your experimentation points. Sorry for the dissapointment and good luck on the tape hunt

However know that your time isnt wasted. In the new system its all about getting amazings so the FS experimentation branch is a good investment



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AlbanHall
Sat May 14, 2005 8:22 am
#3

Lol, I have been a WS for so long and never ventured in this direction. Can you tell me what kind of tape I need?
EdOWar
Sat May 14, 2005 8:30 am
#4

You want Weapon Experimentation tapes (that's what they say). Put each tape in a different item of clothing (they don't stack on one item). They are expensive though, 1-2 million per point (and you need a total of +20 for 12 points). You can get the WS Toolkit for around 150K, which gives +3 Weapon Experimentation, but it is a bandoleer so you can't wear a backpack at the same time.


Slim Vargo, Corbantis


CorenLanra
Sat May 14, 2005 3:02 pm
#5

Also due to the # of amazings you should be getting (at least if you give schems several tries) you can probably make something just as good as a 10pt smith with no FS. The increase in % per experiment can sometimes actually equal a full 7% 1pt great experiment.



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Kryxal
Thu May 19, 2005 10:40 am
#6

Since you're already talking about experimentation points, how important would you call 11 points, 12 points, and FS Experimentation - nice to have, highly important, or critical? I'm thinking of going WS, the CURB turned me off Doc crafting (especially splitting it off from the rest of Doc), and earlier I had to drop BE crafting for FS grind on another character.



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EdOWar
Thu May 19, 2005 11:03 am
#7

11 points is better than 10, but only until you get enough tapes to get 12 points. =) Having 12-points as a WS is far more important now than it was pre-CU. Having FS experimentation is very, very nice, but not vital.


Slim Vargo, Corbantis


Hypersonix
Fri May 20, 2005 12:59 am
#8






EdOWar wrote:

11 points is better than 10, but only until you get enough tapes to get 12 points. =) Having 12-points as a WS is far more important now than it was pre-CU. Having FS experimentation is very, very nice, but not vital.


Slim Vargo, Corbantis







/agree


Those 2 extra points ARE much more important now than Pre-CU. In the past, since damage and speed were on the same experimentation line,spare points were usually just used to move down the HAM(which didn't matter much with the old buff stats), or increase the accuracy a slight bit, or raise the condition a little. Now you can't max both damage and speed...and that little 'fly in the ointment' SAC might need addressing.


FS Experimentation points aren't necessary, but I sure love them. Nothing is worse than crafting for over an hour trying to get 2 amazings ina row.



Androo





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