Weaponsmith Archive
Thread: Experimental numbers for ranged sub's
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WackoWizard
Mon Sep 05, 2005 9:30 am
#1
Ok, hopefull this isn't too much number information here, but here goes.
I'm new at WS'ing and figuring out the mechanics and mathemetics. So I craft up two advanced weapon stocks. The first one I experiment Attack cost to 99% and get it down to -25. The second one I experiment Attack Speed to 99% and get it down to 0.002. I have some experiment points left over in both cases and from that I can calculate that the theoretical cap for Wounds is about 14. Fine and good. Let me break this into a table I think it will help.
Base Cap Delta % Improv. / % Quality X
Attack Speed 1.752 0.000 -1.752 -0.025 0.0143
Wound 4 14 10 0.143 0.0141
Attack Cost -7 -25 -18 -0.245 0.0132
X = |(% Improv. / % Quality)| / Delta
Now I have made similar tables for all of the sub-components for all of the subcomponents for an Elite Carbine. The funny thing is the table above is different. That is the "X" column on all of the other sub-components is not variable from part subfunction to part subfunction. (See next table)
Advanced Weapon Scope X
Weight and Accuracy 0.0141
Damage Not Measured
Speed 0.0141
Adv Blast Pwr Handler X
Min Dam 0.0135
Max Dam 0.0135
Attack Speed 0.0135
Attack Cost 0.0135
Adv Blast Rifle Barrel X
Min Dam 0.0133
Max Dam 0.0133
Attack Speed 0.0133
Wound 0.0133
Attack Cost 0.0133
So is the Advanced Weapon Stock broken, or working correctly, or did I make a colossal error some place?
BTW, my take home lesson learned from this adventure has been 2 fold. 1) If I'm gonna spend time hunting for that "last perfect resource" on the trade forums and bazaar my time is best spent hunting down the parts for Adv. Weapon Stocks and Adv. Weapon Scopes. (Of course assuming that I'm not using looted versions). 2) Experiment on speed on Adv. Weapon Stocks and then make up the attack cost on other components.
Oh and a secondary learning, Experiment on speed on scopes as well and hope for an amazing so I can dump the remaining points into accuracy.
I'm new at WS'ing and figuring out the mechanics and mathemetics. So I craft up two advanced weapon stocks. The first one I experiment Attack cost to 99% and get it down to -25. The second one I experiment Attack Speed to 99% and get it down to 0.002. I have some experiment points left over in both cases and from that I can calculate that the theoretical cap for Wounds is about 14. Fine and good. Let me break this into a table I think it will help.
Base Cap Delta % Improv. / % Quality X
Attack Speed 1.752 0.000 -1.752 -0.025 0.0143
Wound 4 14 10 0.143 0.0141
Attack Cost -7 -25 -18 -0.245 0.0132
X = |(% Improv. / % Quality)| / Delta
Now I have made similar tables for all of the sub-components for all of the subcomponents for an Elite Carbine. The funny thing is the table above is different. That is the "X" column on all of the other sub-components is not variable from part subfunction to part subfunction. (See next table)
Advanced Weapon Scope X
Weight and Accuracy 0.0141
Damage Not Measured
Speed 0.0141
Adv Blast Pwr Handler X
Min Dam 0.0135
Max Dam 0.0135
Attack Speed 0.0135
Attack Cost 0.0135
Adv Blast Rifle Barrel X
Min Dam 0.0133
Max Dam 0.0133
Attack Speed 0.0133
Wound 0.0133
Attack Cost 0.0133
So is the Advanced Weapon Stock broken, or working correctly, or did I make a colossal error some place?
BTW, my take home lesson learned from this adventure has been 2 fold. 1) If I'm gonna spend time hunting for that "last perfect resource" on the trade forums and bazaar my time is best spent hunting down the parts for Adv. Weapon Stocks and Adv. Weapon Scopes. (Of course assuming that I'm not using looted versions). 2) Experiment on speed on Adv. Weapon Stocks and then make up the attack cost on other components.
Oh and a secondary learning, Experiment on speed on scopes as well and hope for an amazing so I can dump the remaining points into accuracy.
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