Weaponsmith Archive
Thread: help a new weaponsmith out
Most of the time, yes, because your customers will want better speed and higher damage, and they are experimented up together. If you're making weapons for the "younger" characters you might want to take HAM costs into account and experiment them down somewhat. I've read where some customers are looking for better durability on the weapons made from looted schematics, too.
The best way to make the right weapon is to ask your customer what he/she wants before you make it. Not always practical, I know, but if you can....
Well for one thing if you're gonna concentrate on melee I can only say make sure you have the metals for Adv components, and that when making them max your dmg first then throw your remaining points into range modifiers. If you like try experimenting by putting the majority of the points in range, as this makes for a more accurate weapon but really this is something to be done only by 11 or 12 point smiths.
As others have said here 90% of buyers look at dmg above all else, but the way I look at it on things like powerhammers is that you can have all the dmg on the server but if you can't hit targets with it half the time, what use is it?
Good luck on your resource hunt.
Damage and speed are god. Just so you know. Nothing else matters to ninety nine percent of people. First work on the damage then work on the ranges. You are working with melee, and that means that the people are already used to short life span weapons. So the best you can do is give them the greater bang for their buck. The weapons are cheap to make and cheap to buy. So unless you are makeing something uber leet looted component weapon. Durability matters not at all.
Ham costs are utterly ignored too. Unless they are insane like plus one hundred then some people will steer clear.
Pay attention to the patern for example. You may get to 2.3 speed on a knuckler and it will take another three points of experiment to get to 2.2. At this point you might chose to invest those three and the two you would have left over into range ham or durability.
It would have helped if the durability on weapons were more varied. In the case of a knuckler if eight solid hours empties it then one hundred more points will buy you what another hour. Same with the ham costs. If you knock off five points. Even in a close fight that still may not buy the player another special attack. While with a high damage followed by good range Does have recognizeable and effective results. It really has the potential to decide the outcome of a fight. If only experimenting on durability or ham costs was more effective then one point of ham off, or one hundred more points of durability, and playing with the ham can shoot you in the leg so easy. Shoot too moderate success. Health and Action costs down, but oh look the mind cost is now higher. You know the one bar that you cannot afford to have the higher cost.
In my experience the vast majority of customers look at only one thing: max damage. It is a bit sad actually since at leastmin damage should be equally important. Some customers also look at speed. However, the value of speed is not that easy to determine since most professions get speed modifiers as they get higher skills. Some customers also look at HAM cost - but they are rarely willing to accept lower damage just to get lower HAM cost.
So max damage seems to be what most customers look at. Sad but true.
With most of the serious gamers out there using master doctor buffs, HAM costs on weapons isn't usually an option.
Since most people are looking for maximum damage, the other values are usually ignored.
Oh, and to really help you make good weapons, try to invest in a bunch ofweapon experimentation skill tapes. If you get up to +120 - +130, you could max out all the damage, and take down the HAM costs as well. Sadly, those skill tapes can be incredibly expensive.