Weaponsmith Archive
Thread: Is there a Guide
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VtSkalzar
Fri Jul 30, 2004 7:45 am
#1
That covers the effects of the various options when you come to experiment, durability etc
many thanks!
nojediiam
Fri Jul 30, 2004 11:01 pm
#2
For weapons in general after final assembly there are 4 lines of experimentation:
1. Damage increase and speed decreases with each pt. (standard is max this line then choose another)
2. Increase condition ~50 per pt.
3. Increase range - very very little affect, other lines far more useful - maybe +1 or 2 per pt. Although I like to use this line after 1 for polearms especially. Good for other poor range weapons as well, mostly melee.
4. Decrease HAM - it is a percentage, ~10% but might be only 7% assuming good results. On most weapons each pt will drop each part of HAM about 1, maybe. Seems to be buggy. Rounding oddities causing no change even on great/amazing success. I won't go into the oddities of moderate successes.
So max 1, then depending on weapon and current market trends, the other lines. And definitely 2 when doing special weapons such as krayt enhanced, etc.
koyler
Sun Aug 01, 2004 6:28 am
#3
nojediiam how in the heck did you get +29 experiment skill?!
thats insane man.
nojediiam
Sun Aug 01, 2004 7:13 am
#4
+15 experimentation belt and a +14 experimentation attachment in my comfortable pants 
Comfortable pants are a necessity when you craft hehe.
And +25 is the bonuscap from attachments, +20 is all that is needed for the 2 extra pointsbut I went after what came up for auction. Being a trandoshan I have two less slots for attachments so that was always a concern.
I actually have another +4 tape sitting around and I have been toying with finishing +20 with a couple +1s and selling off the belt. For now I am at +29, hehe.
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