Weaponsmith Archive
Thread: Reflection: Crafting Change A New Perspective
The good:
- The ability to majorly affect stats, spd\dmg vs range, etc
- Resources having a greater impact than before on final quality
The bad:
- Volatile, variance in a schematic's final results
- Reduce the variance in a schematic's final results, I shouldn't be getting 1% to 5% variances on final stats if I use the same resources and get the same experiment results - there is no net gain here.
- Advantage Canyon of +12 Smiths capping out a category that <+12's will NOT be able to do
- Certainly, +12 smiths should have some advantage in that, on averge, they will have 2 pts to put into range, condition etc, but those extra 2 pts should not be a final determinant on maxing a category out.
- Volatile returns of succeses
- Moderate successes sometimes reduce stats
- Great successes vary in return from 1% to 7%or more - that's some variance.
- This just plain needs to be fixed - it's inconsistent and all over the board.
- Some schematics (adv wp stocks) are still borked on experimentation
- Resource caps will still impact dependent weapons until the rebalance goes through.
Now, here's an idea for levelling the playing field between non-masters, masters & +12 masters. Instead of handing outa different number of experiment points, everyone starts with 10. The return result of each point you put in varies depending on your skill level in Techniques. A 1111 Novice for example would have a 1% to 10% variance in how much each point returns, where a Master would have an 8% to 10% variance. Skilltapes would never reduce that 8% to 10%, but they would allow you MORE points to tweak secondary attributes such as range or condition.
This means a nonMaster has at least a chance, if he works very hard and uses the same resources, to hit a schematic with the same or very close stats. A Master just has an easier time making the same schematic. It may take a Novice 50 tries, a master only 5.
At first blush, this sounds like a way to level the playing field, while giving an advantage to masters and rewarding those with +12 points by allowing their weapons to be a bit more than what they are. This does, in a readily apparent way, impact the economy or address the question of variety in weapons.
So - half a pat on the back, take this back to the design board. In the meantime, we'll be dealing with theone-day quasinerf weapons ![]()
50% OQ and 50% CD for Damage
50% OQ and 50% UT for Range
CD 500
OQ 700
SR 900
Damage=((50%*700)+(50%*500))*10%/10=5.50%
Range=((50%*700)+(50%*900))*10%/10=8.00%
Damage=((50%*700)+(50%*500))*100%/10=55.0%
Range=((50%*700)+(50%*900))*100%/10=80.0%
(each point is worth 10% of the previous result)
Damage=5.50%+(5.50*10%)=6.05%
Range=8.00%
Damage=55.0%+(55.0*80%)=99%
Range=80.0%+(80.0*20%)=96%
There are valid reasons for surprising players, you want a balanced economy devs? Quit acting like a bunch of baboons without a leader and think about the effects of your actions.
Of course all this is null and void if they delete everything that was made yesterday.