Weaponsmith Archive
Thread: Is EXPERMENTING like THIS correct? Or am I doing it all WRONG?
Please, try not to flame me too much, as I've a second character who is going up the Weaponsmith tree and would like to make a business out of this, but I'm new to the Weaponsmith profession and just in need of a little guidance. ![]()
When experimenting on parts I put all experementation points into damage, and on final build I putexperementation points into Range and Durabilty?
Is this a good combo?
Thanks and sorry for being a n00b at this
For most items I always experiment to max:
1) Damage
2) HAMs (efficiency)
3) Range
4) Durability - only if nothing left to do
Good luck!
Thats also the order the customer checks the stats when hes trying to decide what to buy.
In my experience the less he has money the further down he goes with the check list.
Gzerro wrote:
For most items I always experiment to max:
1) Damage
2) HAMs (efficiency)
3) Range
4) Durability - only if nothing left to do
Good luck!
Thanks, so primarily u put all your exp points into Damage and whats left over goes into HAM?
You got it!
Some items have no option for HAM (Barrels, maybe others) so you go range instead. Otherwise max damage and leftover to HAM.
Well, for scopes, you want to put everthing into HAM first, then put the rest into accuracy (if you have anything left over).
Personally, on a final combine,I don't put my extra 1-2 points into HAM, mainly because it only reduces the HAM by a couple of points. I usually put my extra points into Durability to increase the condition, mainly because I get more mileage for my points that way. Of course, every WS is going to do things a little differently.
Slim Vargo, Corbantis
On the final gun combine, after maxing the damage bar, definitely durability. Of the remaining areas (efficiency, range and durability) only durability has anything approaching a proper payoff for the points.
Say you had 2 leftover points ...
2 points into efficiency - maybe 2-3 points lower on HAMs.
2 points into range - +2 on ideal.
2 points into durability - around +100 to gun condition.
To me that's a no brainer.
thanks for asking this question. I'm climbing the tree too and was wondering the same thing. I know most players (buyers) are going for max damage on everything. I think speed is really important too. I am still curious if any of the experienced smiths have had any luck marketing a line of weapons that really pushes the range mods? I've seen some weapons that have like +77 before, and it looked pretty good. Also can weapons be sliced for range bonuses?
bushlies767 wrote:
thanks for asking this question. I'm climbing the tree too and was wondering the same thing. I know most players (buyers) are going for max damage on everything. I think speed is really important too. I am still curious if any of the experienced smiths have had any luck marketing a line of weapons that really pushes the range mods? I've seen some weapons that have like +77 before, and it looked pretty good. Also can weapons be sliced for range bonuses?
Range and HAM experimentation is extremely inefficient, so it'd be a bad idea to dump as much into possible into Range, as you would yield minimal results. However, with 12 experimentation points, you could easily gainseveral extra pointsinto range, what with the extra experimentation on barrels, scopes and the points left over on the final combine itself. Additionally, stocks can provide a large range boost at the cost of slower speed and greatly increased HAM costs. Weapons cannot be sliced for ranged bonuses, though, just speed or damage.
Anyway, the best way to experiment is to put everything into Damage. Subcomponents and final combines alike, you should have your damage bars filled up as far as they'll go. As was stated, HAM (Efficiency) and Range experimentationare too inefficient, you sacrifice too much damage to make it a worthy trade-off. The only exception is the Weapon Scope, in which case it is ideal to experiment into Efficiency until the HAM reaches 0. If you have points left over, Durability is ideal for final combines. Range is better for subcomponents, as Durability has no known effect on them.
for the final combine:
max dmg regardless doing so 2 slots at a time!
rest into durability or range if durability is over 950!
components:
scopes i experiment them down to 1/1/1 HAM's (there is a rounding prob here so they always add 1 HAM regardless in the final combine) the rest goes into range! (usually only one point left over)!
Most other components it all goes into dmg then range if anything is left over!
If I ever experiment range or efficiency(HAM) it is always one slot at a time! doing more at once usually yields lesser results!