Weaponsmith Archive
Thread: Questions about weapon crafting and the change on test to experimentation.
Ok, I have never done crafting, I am just trying to get a firmer grasp on how it works, as I may want to try to get into it
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Now, from what I understand, as your skill goes up you get more experimentation points to spend on dirrent areas of the weapons (damage/speed/ham ect)..
Now how they explained it on test was this...
The higher quality resources you have, the more experimentation "slots" your able to fill in each specific area...
IE if something has OQ has its direct compoenent, and you use 1000 OQ, you get 10 slots that you may spend points in...
My question is, how is this diffrent from the way it works now, if its diffrent at all?
Could anyone explain to me how it currently works?
Thank you for your time ![]()
Thank you for pointing me to the thread that I was asking the question about.....
I am asking how experimentation currently works not how it works on test...
It is the same now. If you use a resource that gives you for example a 10% quality item, when you experiment you will only get a few boxes available to raise it with, and it may max at like 40-50% (just a guestimate). But if you create an item like you said at say 29% which is the best Ive seen, you will have alot more boxes to check to raise it and it can go up to 99.9% max depending on the exact stats of the resources used of course.
For example: I use a copper with 998 conductivity to make WUKs which only count on conductivity. It creates at 29% and max experimentation gets it to 99% Effectiveness, same with repair tools... 99.8% Effectiveness with it. I forget exactly how many boxes I get at experimentation, but I do not think it is 10, I think it is like 7. This might be one of the changes on test, I havent read that post yet. I can tell you one thing I have learned, and this is just what has happened to me it may not be the way it is set up, but to me the better resources I use for advanced parts and high difficuly items, the HARDER the experimentation is and the more I get moderate success. For example when I was making Advanced Blaster Power Handlers with crappy Irolunn I was making them initailly at like 16%, and I could EASILY max experimentation without getting a moderate success (as a guess I would say 8/10 would max without moderate success), but now that I got better irolunn and can make them initially at 27%, it took me NINE assemblies to get a max damage one for a schematic! To me THAT is backwards. It might have just been very bad luck, I dunno... I also crapped out 3.7 Krayt Tissues that night
, but reguardless, I hope the new changes make experimenting better. Experimenting on Efficiency (HAM) or Range is worthless right now on the actual weapons. Hopefully they will fix it.
One thing for sure though... it's a HECK of alot better than it was in early BETA! BETA was VERY messed up hehe!
Anyway I hope this helped... it is very hard to explain in words, but I could show ya easy ![]()