Weaponsmith Archive

Thread: this may be stupid

wordhomiegdog
Sun Oct 16, 2005 7:40 am
#1

everyone talks about how you should look for sac first then damage then speed, but why wouldnt you just go for dmg speed and then sac and get a sac pup.

sorry if this was stupid



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Pre-CU not Jedi!

Muzz
Sun Oct 16, 2005 8:03 am
#2

Coz if you get one with nice SAC so you don't have to use a SAC pup, you can use a Speed / Dmg or SAC pup depending on the type of combat. If you get one where you have to use a SAC pup all the time it kinda limits your choices.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Rico4
Sun Oct 16, 2005 8:06 am
#3

also you can slice for speed and damage so they dont need to be capped on crafteing. Speed is the best to slice as it can go lower than crafting cap whereas a damage slice cant get upto crafting cap. Hence Cap Sac(no slice) then Damage(limited slice) then speed (full, under cap slice)

And as already said if you are limited to using a sac pup all the time then this will make you less effective in combat situations.



Topper' Harley
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ShugFlurry
Sun Oct 16, 2005 8:22 am
#4

Or you can sac p/up a sac capped weapon.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
MONDARIZDK
Mon Oct 17, 2005 12:03 am
#5

Hi,



I always try to cap sac first, but if i end within 1-2 SAC points above, i never wastean experiment on capping.


Speed seems to be somewhat irrelevant, as a good slice will take most weapons to a state, where the users speed modifier will give a mod speed of around 1 sec (for elite toons with speed SEA). The combat code is unable to handle more than 1 shot a second, so faster shooting is not possible. Although it seems that the cool-down time still is a factor of mod speed below 1 sec.


Most of my components are SAC capped (the experiment line), then i give the rest to speed. On the final weapon, i cap SAC, if not capped in assembly, then throw everything else into damage.


As for using PUP, i find that SAC reduction on pistols gives me around 45 SAC and makes spamming a bodyshot/ ranged shot combination a dream (or nightmare for the target) with a 0.8 mod speed. This would not be possible with just a capped SAC.


In my humble opinion, SAC reduction power ups is the most overlooked item in the game. When i sell a weapon, i always give the buyer a SAC reduction PUP to try, and most go mad for it. Naturally i never sell the weapon with the PUP on.



MONDARIZ


P.S. Please dont take the "speed is somewhat irrelevant" too serious.



MONDARIZ
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Muzz
Mon Oct 17, 2005 12:18 am
#6

Plus the fact that with the healing costs changing for Action, SAC is going to be even more important.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
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