Weaponsmith Archive
Thread: Newb weaponsmith question
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,
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.
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.
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=23832
this might help a bit
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.
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