Weaponsmith Archive

Thread: Hard Caps on Exp

Okeefe
Sat Mar 27, 2004 5:58 pm
#1

I have found, since the last patch, that although the new changes were supposed to have been removed, I am still getting reduced exp results.


Although the crit failure rate IS down, as advertised, they still hit when you least want them to, making them still a pain no matter how you look at it.


More importantly, I am finding that the results from amazing successes is not doing as much as it used to. Where I used to put 9 exp points into one category, and have one left over (assuming all great successes) or get an amazing or two and have 2 points left over, I now hit the same cap regardless of whether I have any amazing or not. I still end up with the same max% and 1 point left over whether I get all great or have even 2 amazing on the same line. What htis has done is effectively lowered everything I can make to the same as a few weeks ago, before I had better materials.


This is my 2nd concern. I have been a MWS for a couple of months, and have been steadily accumulating better and better materials, almost on a daily basis, yet my finished products have not improved at all. The power handlers I built weeks ago are exactly the same as ones made now, even though ALL the material have improved, some several times.Same with scopes, barrels etc.First time ImadeBlaster Rifle Barrels Imanaged to get a starting % of 16, ever since I have never been able to get above 10% starting experimentation.


Before last patch I was making Krayt Scouts and getting the advertiised increase of +30 to max damage and -.3 to speed. Since patch, the Krayt weapons are exactly the same stats as my prepatch non-krayt builds. I don't get it.



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Okeefe
Tue Mar 30, 2004 1:12 am
#2

Guess I am the only one with this problem...



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Amay
Tue Mar 30, 2004 5:06 am
#3

NO U TOOK THE WORDS OUT OF MY MOUTH JUST TO LAZY TO POST. LOL



Amay Strike Professor of Weaponsmithing
WEAPONS VENDOR!
WP= -4939 3187 NABOO, JUST OUTSIDE OF THEED

Solo Nerf???I don't care about no stinkin solo nerf! Go get a job! I bet you have food, drink, a roof over your head, and a nice ride...porbably even a little illegal stash of drugs. Well if you want toys you gotta find some income, because you looters are to dang greedy=P
Dodece
Tue Mar 30, 2004 1:25 pm
#4

I have noticed that amazeings have no impact at all. Not to mention I too have noticed this problem with better resources not netting better product. The only conclusion I have reached is that one lackluster component keeps dragging me down and not allowing me to reach potential.


Not to mention that the overall experimentation dosent seem to be connecting all that good. One craft the knuckler reached 87 and its 2.2 speed next is ninety seven and 2.2 speed.


Something is definately not right in the wonderful world of weapons. Have no clue whether this is a good thing or a bad thing.


Okeefe
Thu Apr 01, 2004 3:36 pm
#5


For hard data:



Prepatch DXR6: 96/28/28/28exp, 2.2spd, 75-171dam, +13/+13/+13 range, 26/52/35 HAM, 36.4% wound


Postpatc DXR6: 98/29/29/29exp, 2.4spd, 57-154dam, +0/+20/+0 range, 30/54/38 HAM, 33.9% wound



This is using the same or BETTER materials, postpatch, and as you can see, although the overal experimentation results are better, ALL the weapon stats are worse.


Message Edited by Okeefe on 04-01-2004 03:37 PM



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Joshie2
Thu Apr 01, 2004 6:03 pm
#6

Everything I make now is exactly the same as it was before, except for tiny variations of +/- 1 damage from rounding which have always happened.


Old E11 rifle: 95-179 4.8 20.2% -70/+64/-50 17/26/41 HAM1013 durability.

New E11 rifle: 95-180 4.8 20.2% -70/+64/-50 18/27/43 HAM 1013 durability.

HAM is different because the old one was crafted with 12 points and the new onewith 10.


I don't know what weapon you're making because those stats aren't a DXR6 carbine or rifle, or a DX2 pistol.
stryfex03
Fri Apr 02, 2004 12:44 am
#7






Joshie2 wrote:

I don't know what weapon you're making because those stats aren't a DXR6 carbine or rifle, or a DX2 pistol.






No kidding. What IS that weapon? The range mod makes it look like a melee weapon.
Okeefe
Fri Apr 02, 2004 2:47 pm
#8

It's an Advanced DXR6 Carbine with adv scope, adv stock, and adv. power handler.



Joshie, Are you saying that you get exaxctly the same final stats using 12 exp points as you used to get with 10? Because that would be my point....






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Joshie2
Fri Apr 02, 2004 3:11 pm
#9






Okeefe wrote:

It's an Advanced DXR6 Carbine with adv scope, adv stock, and adv. power handler.



Joshie, Are you saying that you get exaxctly the same final stats using 12 exp points as you used to get with 10? Because that would be my point....










What bizarro world are you living in? DXR6 carbines are like 110-175 3.6 WITHOUT stock, so those stats are not at all possible unless you have some magical stock with negative min damage and better than -1.0 speed.


Also DXR6 cannot be experimented anywhere 96/98% because of the capped stats on required resources, and the range modifiers don't match up with any ranged weapon I know of. Are you just making up numbers and trying to incite a riot over some problem that doesn't exist?


The 10 and 12 point weapons were identical except for the 1 point difference in damage from rounding, and the HAM from not having 12 points. If I made a new one with 12 points, it would be identical to the old 12 point one.

Okeefe
Sat Apr 03, 2004 4:43 pm
#10

Lol, sorry (slaps self upside the head...)



These stats are for my advanced curved swords. I had the dxr6 stats next to it, and wrote down the wrong heading. Doesn't change the problem though.






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