Weaponsmith Archive

Thread: A little help with Range Mods

omif
Mon Jun 14, 2004 4:37 pm
#1

I dont understand these yet. I get every other part about weapon except the range modifiers. would someone mind explaining them to me and what would be good for ranged/melee weapons



v Omif v
i Master Rifleman i

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omif
Mon Jun 14, 2004 9:10 pm
#2

nobody know?



v Omif v
i Master Rifleman i

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CorenLanra
Tue Jun 15, 2004 9:11 am
#3

Higher accuracy= better chance to hit.


On my server I can make a Dxr6b Rifle with +121 to ideal range. You hit almost every time as a rifleman w/ that baby.



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omif
Tue Jun 15, 2004 11:13 am
#4

so you want as high as possible on the ideal. what about for melee? i seem to get negatives or below +10



v Omif v
i Master Rifleman i

Resource Expo 5 N Main Brenn Naboo
Anian
Tue Jun 15, 2004 11:36 am
#5




Since I go out buffed 99% of the time when I hunt, I stopped caring about HAM costs. So, with my WS alt, I used regular weapon scopes where I experimented on range rather than efficiency. I ended up getting some very HIGH ideal range pistols. Granted, I stand still most of the time when fighting, but I miss...maybe 1 out of every 20 shots...if that now.


IMO, damage is key, but past that, any addition range mods are well worth it...esp in this day and age of readily available, MASSIVE buffs.


Anian

Message Edited by Anian on 06-15-2004 11:38 AM



------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
Dodece
Tue Jun 15, 2004 2:27 pm
#6

I would not take anyones word on exactly what these modifiers do exactly. For everyone who tells you they increase accuracy someone else will tell you they increase the damage you do at ideal range. All that can be said is no matter what they do they improve your performance in combat. At the price of ham costs.


There has never been an extensive study on these qualities so many variables from location armor use damage type stance range and so forth. Infact there is a real problem with the probabaility generator in the game. Crafting sliceing sometimes for no reason you will futz eight in a row while at other times you can go for an hour with no futzes. Sometimes the game generates a rut and you suddenly know what its going to be before it happens.


Personally I doubt that after a 100 a gun gets no more bonus anyway. Since that is contradictory to the deca percentage system. Where a plus 55 would increase you odds by fifty five percent. Add on that all guns have hardwired range modifiers and compareing for yourself makes no sense.


I would say if your going to pay some heed to you weapons rangeing I would stick to the round numbers. Say plus fifty on a range. Since I would doubt that the game will add in any odd value that follows. No need adding anymore ham then need be. Especially since the weapons ham system is going to get overhauled in just over a month. On melee weapons stear for 0 or +10 just enough that you make the weapon less apt to miss or do less damage, but not so much that it hurts the damage your weapon does.


FYI the devs have kept the meaning of these magic numbers a complete mystery, and there is no doubt on their part that we will ever figure them out entirely. By the way I build a +100 ideal dlt20 once to check it out guess what I missed 2 out of every ten times. Me thinks they have a hardcap hidden somewhere involveing these ranged numbers. Also my damage dipped and bobbed all over the place. The secret is out sony has a quantum computer running the whole show.
omif
Tue Jun 15, 2004 7:38 pm
#7

ok, so what i understood from that is that nobody(besides SOE) know for sure what the range mods do. but i should still try and get it as high as possible



v Omif v
i Master Rifleman i

Resource Expo 5 N Main Brenn Naboo
Dodece
Tue Jun 15, 2004 8:41 pm
#8

Okay here is the deal on some things you will get little choice on others alot. On barrels you can usually get a three or four good licks in on the range after you maxed the damage anyway. On the stocks you would about have to be a fool not to go for the higher speed damage. No point in ignoreing the sure thing. On the scopes you can either go high range high ham or low range low ham. Most prefer the latter. Just because most consumers are too dumb to even attempt to use the ideal range mod anyway.

Sword cores and reinforcement cores. Well thats really your call if you do max out the damage speed on your component. You have two equally valid choices improveing the range on it which will effect only the ideal range, or reduceing the ham on the component. Whichever you chose you should stick with throughout, and perhaps add four or six to the ideal or four or six off the ham.


My best advice is to scope all weapons that can be scoped with atleast a low ham scope, and work the damage first on everything else, because that damage is a sure thing range is not. Its just the formula that works best. Besides a weapon can only be sliced for damage or speed. So getting good results on those are critical for a good slice.
Anian
Thu Jun 17, 2004 3:56 am
#9






Dodece wrote:

Okay here is the deal on some things you will get little choice on others alot. On barrels you can usually get a three or four good licks in on the range after you maxed the damage anyway. On the stocks you would about have to be a fool not to go for the higher speed damage. No point in ignoreing the sure thing. On the scopes you can either go high range high ham or low range low ham. Most prefer the latter. Just because most consumers are too dumb to even attempt to use the ideal range mod anyway.


My best advice is to scope all weapons that can be scoped with atleast a low ham scope, and work the damage first on everything else, because that damage is a sure thing range is not. Its just the formula that works best. Besides a weapon can only be sliced for damage or speed. So getting good results on those are critical for a good slice.






Ok, I find this rather odd to be honest. There are LINES and LINES and even BIGGER LINES behind every single doctor in every single major city/outpost on my server. Everyone wants buffs these days. Those who really do spend a lot of time playing this game...the powergamers that do buy the most weapons are those that NEVER go hunting w/out buffs. So, question is, why do they care about HAM costs?


I honestly never go grinding or hunting w/out being buffed. I'll go on a harvester run or a shopping run w/out being buffed and the occasional clearing out of agro mobs in front of my houses, but that's about it. I honestly don't think I'm in the minority on my server anymore either. I think the majority of the people on my server hit up docs for buffs and dancer/musician buff bots before even thinkin of going out hunting...on any planet. So, there's zero need to worry about HAM costs anymore.


With my latest character going Pistoleer, I used my WS alt to create a full line of almost every worthwhile weapon in the game...so that I could choose which direction I wanted to go (before I chose Pistoleer). Every single one of the weapons I created had a scope on it, and every last one of them was experimented completely on range. Now, I have a set of pistols that are not only powerful, but that RARELY ever miss (like 1 miss in 20 shots for most of my pistols).


With all this said, it just strikes me as odd that anyone still wants low HAM scopes. HAM doesn't matter at all these days except for on grinding newbies that may not have the money to afford buffs all the time.


Anian



------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
Dodece
Thu Jun 17, 2004 4:43 am
#10

Reality check buffs are getting seriously slashed. So do not be relying on them to help ya out too awful much in the future. Second weapons specials will flow from an entirely new nonbuffable pool system. Result ham costs will matter again. Third not all players are buffed all the time. So a weapon that might get you another shot or two due to low ham is a good thing.


Power gamers just as little attention to the range as the greenhorn. Power gamers pay next to no attention to ham costs, but a greenhorn does. So the logic is obvious lower the ham when you can.
Anian
Thu Jun 17, 2004 9:45 am
#11






Dodece wrote:

Reality check buffs are getting seriously slashed. So do not be relying on them to help ya out too awful much in the future. Second weapons specials will flow from an entirely new nonbuffable pool system. Result ham costs will matter again. Third not all players are buffed all the time. So a weapon that might get you another shot or two due to low ham is a good thing.


Power gamers just as little attention to the range as the greenhorn. Power gamers pay next to no attention to ham costs, but a greenhorn does. So the logic is obvious lower the ham when you can.





No reality check needed. Trust me, I've been keeping my eye on the Combat Rebalance/GCW Revamp since the devs actually got serious about planning to do it. Buffs are getting slashed...yes. Armor is getting nerfed...yes. Specials will come from a different pool...yes. But, that's not until publish 11. Based on my calculations, that won't hit us until early Sept. Now, my question has to be, are people still going to have the same weapons by Sept? I know I won't. I'll probably burn through two or three sets of my favorite pistols (Striker Pistol, Republic Blaster, FWG5, and DX-2) before the Combat Rebalance goes live. So, I truly believe that there is no reason, from the standpoint of the combat character or the weaponsmith, to start worrying about HAM. Wait until we 1) get more information and 2) it gets closer to Publish 11.


If you are a big name smith, you'll go through hundreds of weapons (many factory runs worth) before they even give us a single bit of information on the Combat Rebalance and probably go through hundreds more before it actually goes live. So, once again, there's no reality check needed. And there's absolutely zero need to start making any plans for post publish 11. We don't even have a clue on how the action pool will work, how fast it will regen, or if it will be able to have some kind of short lived (Like the 10 min Canape buffs) modifier allowing for either a larger action pool or quicker regen on the action pool. We just don't know yet. No one does. The devs blatently refuse to give us any information when it comes to the Rebalance other than a very small handful of extremely high level snippits...just to get and keep our attention.


So, to wrap up, all this is coming, yes. But, that said, i still think my post holds true. Why do any combat characters, and Weaponsmiths for that matter, care at all about HAM costs on current weapons? They really shouldn't. The only kinds of weapons where I would be tentative about upping HAM costs are loot schematic/loot enhancedweapons (such as Geo Pistols, Scythes, DE-10's, Acklay weapons, Spider Weapons, Krayt Weapons, and the such). The only reason I say that is because those weapons will only be used during the most dire circumstances (extremely tough mobs or your HAM bars are in trouble and no way to heal). Therefore, they will be around after the Combat Rebalance. But, your regular, factory run, run-of-the-mill FWG5's, Power Hammers, what have you...the ones created today more than likely probably won't even exist post patch (repairs just don't work well enough).


Anian

Message Edited by Anian on 06-17-2004 09:49 AM



------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
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