Weaponsmith Archive
Thread: The value of +2 experimentation
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john_p
Fri Jun 18, 2004 7:04 am
#1
I am a master WS with no additional experimentation points.
When I experiment on weapons for general sale I always go down the "damage" route first. Across all the weapons and subcomponents, this results in about two 'boxes' left over which I usually spend on range. The exact number depends on the item but repeated experimentation usually reveals a maximum damage which I can never go over.
If I was to have +20 experimentation, 2 more points, would this simply mean after I had filled up the "damage" line, I would have four boxes left over?
If so, would the additional experimentation bonus mean the min/max/spd would on average still be a bit higher?
Or wouldit release further boxes in the "damage" line thus increasing min/max/spd?
Just trying to establish the value of getting +1 or +2 points as opposed to the many millions it would cost.
LLJK_Griz
Fri Jun 18, 2004 8:24 am
#2
Initial assembly values, maximum experimented stats, and everything else are the same as before, except you end up with extra point or two to dump into condition/range/HAM.
It's really not worth the absurd prices unless you sell LOTS of swords and pikes (2 points into accuracy on both the core and final combine will boost accuracy from "hideous" to "bad") and loot-drop-enhanced weapons (extra points let you recover from a bad result and fill out the damage bar, where a 10 point smith frequently ends up with something barely better than a non-loot-enhanced weapon because he doesn't have enough points to fix damage)
Naxet
Fri Jun 18, 2004 8:30 am
#3
No futher damage boxes appear after damge is maxed out at 10 points. The need for lower HAM (efficiency), improved range stats or better durr become your choices.
With carbines the choice is a no brainer ... HAM cost is way too high with carbines. With rifles some customers will want better ideal range while others will opt for lower HAM. As a general rule always use stocks for damage but leave the scopes off to hold HAM down. When someone wants something different they will special order it.
With meelee, swords and the like the same thinking applies. Vibro components, you should try to put something on the range as the finished accuracy can otherwise be gastly.
You need to know that mines in crates are bugged....do not wates resources, time, and tie your factory up making them at least at this time. You may also already know that stocks are no fun either and if you get a good one make it into a schematic and run it.
You also need to know that the "force sensitive" crowd will get another 20 point (2 experiment points) than you do....so they will be 14 point crafters when it goes live.
Good luck
LLJK_Griz
Fri Jun 18, 2004 8:38 am
#4
Naxet wrote:
With carbines the choice is a no brainer ... HAM cost is way too high with carbines. With rifles some customers will want better ideal range while others will opt for lower HAM. As a general rule always use stocks for damage but leave the scopes off to hold HAM down. When someone wants something different they will special order it.
HAM experimentation only does like 1-2 point reduction per experiment point so it's not going to significantly reduce carbine HAM costs. Everyone's always buffed anyway so HAM doesn't really matter. I put the extra points into condition because an extra 150 durability is a better selling point than HAMs lowered by 2-3 or range increased by the same.
I put scopes (+12 acc 0 HAM normal, then +22 acc 3 HAM adv after good chromium alum spawn) on everything and only used stocks for special orders because they were so damn annoying to make.It allsold fine. People will probably buy anything. Most of them don't bother going to different vendors to compare stats, they just buy whatever's most convenient.
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