Weaponsmith Archive
Thread: Question on Experimentation?
Here is something I answered with about experimentation from a customer:
For weapons in general after final assembly there are 4 lines of experimentation:
1. Damage increase and speed decreases with each pt. (standard is max this line then choose another)
2. Increase condition ~50 per pt.
3. Increase range - very very little affect, other lines far more useful - maybe +1 or 2 per pt.
4. Decrease HAM - it is a percentage, ~10% but might be only 7% assuming good results. On most weapons each pt will drop each part of HAM about 1, maybe. Seems to be buggy. Rounding oddities causing no change even on great/amazing success. I won't go into the oddities of moderate successes.
So max 1, then depending on weapon, but usually now, I put the rest into 4.
And now on to expand for your question:
The oddities with moderate successes when using exp. pts on efficiency is where you may be getting these odd results. When you get one, it will mess up one of the other 3 sets of stats. I don't know how many times I have used 8 pts to max damage and speed, put in a pt or 2 in efficiency (HAM), had a non-great success and had the damage, speed, condition or range go down... not a failure mind you, just a non-great or amazingsuccess.