Weaponsmith Archive
Thread: Where would one go to try and obtain a WS skill tape?
The experimentation or any other WS helpful tapes. Just curious. What spawn drops these? I'm sure they are pretty few and far between. I've also heard they're broke. That true?
Thanks to any helpful hints.
Reldurpa is correct. At Master, you almost always hit the resource gate when experimenting for damage, so an extra point is meaningless in that regard.
I also agree that adding points to efficiency and range are, at least as SOE has things set up now, insignificant. The only place that those extra points do matter is in durability. With repair success rates as fickle as they appear to be, it certainly helps pumping up condition a few more blocks.
Having said that, being able to add a little extra durability does not justify the prices usually asked for on these skill tapes. So it really isn't worth acquiring them, as basically you'll getonly a little advantage gain from them...
Not really answering your question, but don't minimize the importance of these tapes.
The extra 2 experimentation points you can get DO make a BIG difference -
1 -When crafting Krayt and other enhanced weapons, those two extra experimentation points can save you from a poor experimentation result. I have savedmany tissues (at 30k to 200k apiece) by having these extra experimentation points after receiving the dreaded "moderate success" message onan experiment. Assembly tapesshould reduce critical failures, although it is hard to quantify how much this really helps.
2 - The bonuses to HAM/Rangeadd up to a noticable, but not hugedifference. Scopes can be +13 bonus instead of 10, barrals can get an extra 3 or somore points to range, HAM can be reducedon final combine, etc. While individually these are small differences, they add up to a noticable difference in the final weapon.
So while I agree the prices are very high (up to 2M per point on my server) if you make alot of enhanced weapons they will pay for themselves in short order.
I stocked up on a bunch of skill tapes and skill plates (the ones for armor) back when they used to drop off of meatlumps and such. I kept my weaponsmith one and it's now part of a pair of gloves I have. Unfortuantely, based on the info here, it doesn't do anything. I thought the +1 meant that you get an extra assembly point or experimentation point (IE: another block to use), not that you get, say, +11 total to your assembly (which basically is friggin' pointless). Typical, really.
i have a +1 assembly tape I will sell for the right price. It is attached to wookie clothing. is ther any way to remove it? if not, i guess you need to be a wookiee to buy it. let me know.......
yes weapon experiment tapes work, i have a +11 atm so i have 11 pints to experiment with.
gonna start a search soon to max out at 12 points soon. i think they are pretty rare tho, as the one i have is only the second ive ever seen.
howser
Not only do these shine for "special order" weapons i.e. krayt enhanced, but they also rock for melee. For guns, only scopes barrels and stocks really benefit since the "druability" line on power handlers and feed mechs doesnt seem to matter.
However, sword cores, reinforcement cores, and vibro units all can have efficiency and range experimented. Consider now that you can knock several extra HAM off your component, and then another few HAM off your final combine, you will be well loved my melee users everywhere. Taking 5-6 mind HAM off a weapon can make a gigantic difference.
Alternately you can also experiment range. I make a version of LVA with -36 range mods, optimized for accuracy.
And finally, I know before having tapes, it was a huge pain to get perfect experiments on things such as my powerhammers and LVAs. It would take many experiments to get that perfect schematic. Now it's far fewer attempts.
People are right, these can get expensive, but if you cant afford them I'd advise hunting high level NPCs with friends to try to acquire one. They're rare, but they do drop.
Thoax Dromallet
Master Weaponsmith
"Guns don't kill people: People with Thoaxcorp Guns kill people"
Skeld101 wrote:
Cities make these things even less useful. If you join a research city (or whatever its called) you can get +12 anyway. The difference between +12 and +14 is even more insignificant than between +10 and +12 under current rules.
can you explain this to me? the only explanation on the advanced guide says it adds 15% on final rolls of experimentation.. I am interpreting this to mean I will get less moderate success vs 2 more experimentation points.
EE,
I read that somewhere. I promise I'm not smoking crack.Mighthave been a pre-city wishlist or something. I've searched for the post and can't find it, if I do Ill list the link. Re-reading the advanced guide you are right. Sorry for not re-checking my facts before I spouted off.