Weaponsmith Archive

Thread: Newb weaponsmith question

Bibby-CH
Wed Sep 24, 2003 4:21 am
#1

Tried searching for this came up with everything but what I was looking for.Was wondering if someone could explain the different expierementations to me. Some are obviuos what they do (i.e. damage) And I can guess what the others do but was wondering if someone could explain the 4 different ones, what they do, and what do you exp. in for best results. Thanks again. The ones I'm wondering about are of course Damage, Durability, Efficiency, and Range.


Thanks,




Sea-Bass Master Weaponsmith--Eclipse

Bibby Master Smuggler/Master Creature Handler--Bria
Deregen
Wed Sep 24, 2003 5:25 am
#2

Damage experimentation improves minimum damage, maximum damage, weapon speed, and/or wound chance. Depending on your luck and what you're making, it's pretty random which stats get improved - although usually you can expect some improvement in at least two-three areas.


Range experimentation is supposed to improve the range modifiers on the weapon. As it stands today though, I don't know if it really works correctly.


Efficiency experimentation directly affects the HAM costs of the weapon. Usually throwing some points into this can make a good weapon even better. On some components, it doesn't quit work like it should.


Durability experimentation directly increases the durability of the weapon. I tend to use this for things where I have maxed the damage bar out and where efficiency doesn't really matter (which is very, very few things).


Most people experiment in damage first, and then pump extra points into efficiency, followed by durability. The exception to this is on some components like scopes, where you want to do efficiency first (because damage doesn't change much).


Hope it helps.




Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
***Visit the Starshadow Foundation vendors, located at 750, 4950 on Talus, about 3k west of Nashal Starport***

SWG Community Contributor since 2001. Beta 1, Shuttle 1.
TrystramStrykker
Fri Dec 05, 2003 11:25 am
#3

When crafting anything, and say it required metal and inert petrochem and one of the determining stats was UT. If I used lubricating oil (no UT stat), how does that affect the final product?



Trystram Strykker, Flurry: Master Weaponsmith/Master Smuggler
[GT] Sliced Melee Weapons - "Why go regular when you can go GT?!"
K-Mart (124 -3460) 800m north of Coronet
Newbopolis, Talus. (-400 990) 2km from Imperial Outpost

PA: DAM-N, Leader
FragFiend
Fri Dec 05, 2003 11:39 am
#4

if the specific stat isnt listed, i.e. Unit Toughness then it counts as 0
TrystramStrykker
Fri Dec 05, 2003 2:44 pm
#5

hm, just wanted to make sure.


The medic/doctor formula appears to work differently then, by the fact that their PE avg doesn't count resources without a PE, therefore effectively making PE just as important on meat as OQ because the OQ is divided by two resources instead of 1. Apparently oq900 pe500 meat creates the exact same results as oq500 pe900. I don't know, I read that somewhere on the boards. Thought it could be similar for weapons and the resources used.




Trystram Strykker, Flurry: Master Weaponsmith/Master Smuggler
[GT] Sliced Melee Weapons - "Why go regular when you can go GT?!"
K-Mart (124 -3460) 800m north of Coronet
Newbopolis, Talus. (-400 990) 2km from Imperial Outpost

PA: DAM-N, Leader
Wodado
Sat Dec 06, 2003 7:24 am
#6

look here at this thread :

http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=23832


this might help a bit




::. W|W .::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
wodado weapons [ -1140 -6828 ]
located in benetasia, naboo
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

R5-G8
Sat Dec 06, 2003 10:10 am
#7

no, if a stat isn't there, it doesn't count as 0. doesn't count as 1000 either. It's just not there for the calculation.




Gorg'in
Master Pilot (all nine of them)
Has returned, again, sorry
Orthaanc
Sat Dec 06, 2003 4:58 pm
#8

We had a huge argument in guild chat yesterday about this and What came out was that if a slot is "higher" in the resource tree (ie organic or inorganic) and you put in a material that doesn't have one of the stats you are working on it doesn't even look for it. However, as weaponsmiths we NEVER deal with this as all our schematics call for specific subtypes of inorganic(metal, gemstone, ore, gas)or organic(wood basically).


Because our schematic are more specific then medics for instance, the slots we fill don't have different sets of stats for instance:


Metal slot: all metals have CR, CD, DR, HR,MA,OQ, SR,UT


all Gases (even reactive) only have DR,OQ


all ores: CR,DR,HR,MA,OQ,SR,UT


all gemstones CR,DR,ER,HR,MA,OQ,SR,UT


and so on, you get the picture. The only time it will matter with WS'ing is with one item from what i can tell...the Sword at novice weaponsmith


This sword asks for 18 units of metal, and 5 units of inert petrochemical


its experimental properties are only based on Shock Resistance. In this case, if you use Lubricating Oil in the inert Petrochemical slot, because Lube Oil has NO Shock resistance, it shouldn't even look at that slot to figure out the final value.


BUT, if you used a Polymer in that slot, which has shock resistance, the total would be a weighted average between both slots.


Hope that helps


Orthaanc Isengard / Master Weaponsmith / Ahazi




Orthaanc Isengard / Master Weaponsmith / Ahazi
Lurax
Sat Dec 06, 2003 7:33 pm
#9

another instance is using solid petrochem in vibro units, it doesn't have UT



Arox Elodda - Valcyn
- Valcyn's first crafter with maxed experimentation and assembly bonus -
Now an apprentice Force-User
Emay Elodda - Shipwright, resource hoarder
Vendors at 1777 -5333 Rori, in Athens


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