Weaponsmith Archive
Thread: is there any way to produce failure or critical failure when experimenting?
I noticed that getting a failure, or a critical failure, will often add some "flavor" to what you are crafting.
I managed to make a ... not a power handler... the thing for projectile weapons... with -2.1 or so to speed once through a failure, and, I've crafted a powerup that effected five seperate stats (with 10% being the lowest amount it modified any stat) through failure.
So it seems to me like critical failures, and regular failures are actually good, because they can 'cause some strange things to happen...
I know you can force a critical failure while assembling ... but that doesn't help unless you are a masochist who wants to delete resources.
Crit failures are never good cause the reduce the effectiveness to 0 and after its zero no amt of exp points in the world can bring it up cause a 7% boost over 0 is still 0.
I wouldnt be suprised if somebug is letting one of the stats get abnormaly high while the others suffer marginaly due to the process of a normal failure cause as we all know there are plenty of bugs in the system.
It is impossible to improve your gun stats with a failure. I have made tens of thousands of weapons, and it has never happened once. This 'flavor' that you speak of is more like a foul aftertaste, like warm Budweiser.
I disagree completely!!!
I have made some fine weps with this technique. If you get a moderate or a fail...If you have good resources and good tools you can pull out the max again on the stat...it is nice because you effectively get a lower speed...the damage will be the sam as if there was no failure.
Of course you will not have the usual leftover points to dump into condition or effeciency...but it depends on what you are looking for...I find most people look at damage and speed right off the bat...not many are concerned about the rest of the stats as much if tohes are good.
yeah, I've never been able to create a four stat powerup without a failure, and the one time I made a five stat powerup I had a failure (with mods ranging from 10%at the lowestthru30% at the highest)
anyways... I don't agree with the "most people only look at damage / speed", first thing I look at is HAM.
Back when I could only make regular blaster power handlers, I know that I found a couple of times when I had a "failure", it made the range go whacky, like 10-40, but I think it buggered the speed reduction.
Since I made Master I rarely get "failures" any more - just the odd "moderate success" which is usually poo.
ive never seen this happan and if it does i think it is an exploit of a bug if u try to do it intentionally. a failure is a failure. it should never inc any stats. creating ANYTHING with exceptionally abvoe avg stats wit this method is cheatng in my mind.
howser
szydd wrote:
ive never seen this happan and if it does i think it is an exploit of a bug if u try to do it intentionally. a failure is a failure. it should never inc any stats. creating ANYTHING with exceptionally abvoe avg stats wit this method is cheatng in my mind.
howser
There is an exploit involving getting exceptional stats via forced failures.
that's F'ed up
hope it gets fixed, not exactly fair to the non cheating crafters out there
howser
I used to get some really interesting results with failuresbefore I was a master WS.
When I would fail, the results would go wacky, sometimes improving the stats of the item. It was very inconsistent & difficult to make an item which had overall better stats.
I know that I had many failures which improved the stats of the item.
Now that I am a Master WS, I almost never see this happen.
One thing you can do to increase your chances strange things happening is to experiment 1 point at a time. I often do this with my power ups as I get more chances to have 3 or 4 stats modified instead of just 2.
Anyways, just thought I would add my 2 cents.
Darken-Rahl
Lowca
Master WS, Master Artisan, Master Merchant, Novice Architect, Novice Rifleman
Yes. Use unexperimented tool and popular crafting stations in towns.Try the one at Coronet Spaceport.. Its usesALOT.. good luck getting those failures. Be sure to schematic any obsurd results...
Oh, and will someone please tell theDev's and Logix to remove the durability subcomponent experimentation.. what good is it if we can't see what we are raising. Makes no sense to me, but I'm a troll.
Oar
how does one get a 4 stat power up with the low stat being 10%???
Stat1 =33% of Resource OQ(990 on both resources = 33% max)
Stat 2 = 1/2 of stat one
Stat 3 = 1/2 of stat two
stat 4 = 1/2 of stat three
so even if you used a 999 metal and a 999 chemical the best you could do is 33/16/8/4/