Weaponsmith Archive
Thread: Is crafting experimentation different?
Annala wrote:
I really did not spend my months of grinding Master Weapon smith to watch this unique crafting system go down the hill like this, and it keeps falling but yes I'm seeing very disapointing results as well. Sony is trashing us again.
I have noticed the same things. Since the patch all my overall qualities are down. Critical failures are less, but amazings do nothing. I hit hard caps earlier. Where I used to use 9 exp points to fill a slot and get 1 point lesft over, with all greats, I now get the same result from greats plus 2 amazing. I used to get more points left over to use elsewhere if I got an amazing or two, but now it makes no difference.
On top of that overall quality has dropped. for example...
Prepatch DXR6: 96/28/28/28 exp, 2.2 spd, 75-171 dam, +13/+13/+13 range, 26/52/35 HAM 36.4% wound
Postpatch DXR6: 98/29/29/29 exp, 2.4 spd, 57-154 dam, +0/+20/+0 range, 30/54/38 HAM, 33.9%
With better final experimental in all categories, thequalities of the weapon is DOWN in all categories, and not just a little. It's so bad that I have to use Krayt tissue in a Scout Blaster to get the same stats as non-krayt before the patch.
bah, double posted...
Message Edited by Okeefe on 04-01-2004 03:27 PM
What do you mean for a few more days. It's been live over a week. What it has done is set me back months, as far as material purchasing goes. It has made it so that my newer better resources do worse than my older crappier resources. Makes hunting for newer better resources a waste of time. The tiny changes made by any newer materials is more than offset by the one material in each high-end assy that has no hope of being over 500 due to lacking one of the critical attributes.
Besides this I have lost close to a million credits worth of Krayt tissues as the weapons made with them are identical to my earlier made non-krayt ones that sell for 200K less (the cost of the tissues).
Add this to the everpresent crit failure that will hit when you least want it, no matter how rare they are (Murphy's Law), and the presence of the holo crafters, and being a crafter is rapidly becoming more like work than, well work. If I wanted a Job I would get one that pays. Which reminds me, SOE needs help badly in the continuity dept...
But the biggest thing, for me is that I can no longer on an amazing success giving the piece that little extra. The amazings just speed you to the hard cap, but don't add anything. Mods, are actually failures, I just scrap anything with a mod, good or success, or any kind of failure.
Okeefe wrote:
What do you mean for a few more days. It's been live over a week.
Okeefe wrote:
My point is that I don't think it has been reverted. I am getting the results expected from the changes.
It has been reverted. I just made a T21 and had 3 points left over to go into range. If it hasn't been reverted I would not have had 3 points left, all would have gone into damage.