Weaponsmith Archive
Thread: Add Experimentation By Wearing Clothing? HUH?!?
Its not you'll only be able to add condition/reduce ham/enhance range with more expermentation due to the fact that with your 10 points you are able to make the damage bar out anyway.
Its a bit of a buffer should you fail on an experiment though.
Remember there are also secondary experimentation tapes. There is also grenade experimentation and assembly. Also from what I understand you can use exp enhancing tapes on all your clothing. Though you cant stack the same in the same peice of clothing. Which is a real gip. Not to mention you can find these in armor attachments aswell.
This is what is confuseing me people talk about getting plus twenty as if that is the limit. Technically if you got a ton of killer tapes shouldnt you be able to get something like a hundred, and ten more blocks. Just by putting tapes in all your clothes and in your armor?
Most people only care about the damage bar (everything else is secondary), so you can still *easily* compete against "+20" weaponsmiths if you have some great resources.
In the Weaponsmith game, it's all about resource quality. I'm pretty sure a 7 point weaponsmith could outsell a 12 point weaponsmith if his resources were better.
I've heard differently about armorsmiths, and the non-bonus armorsmiths on my server don't seem to be doing as well as the +20 armorsmiths (then again, there are far more +20 armorsmiths on my server than +20 weaponsmiths)
Only problem? A lot of customers hear "2 more experimentation points? That must mean a weapon with higher damage!" And they are often surprised to hear the results I pull out of some of my weapons, until I explain what the extra points do
Xieflow wrote:
FYI, as a master weaponsmith you'll be already filling up the damage bar on everything you make.
Most people only care about the damage bar (everything else is secondary), so you can still *easily* compete against "+20" weaponsmiths if you have some great resources.
In the Weaponsmith game, it's all about resource quality. I'm pretty sure a 7 point weaponsmith could outsell a 12 point weaponsmith if his resources were better.
I've heard differently about armorsmiths, and the non-bonus armorsmiths on my server don't seem to be doing as well as the +20 armorsmiths (then again, there are far more +20 armorsmiths on my server than +20 weaponsmiths)
Only problem? A lot of customers hear "2 more experimentation points? That must mean a weapon with higher damage!" And they are often surprised to hear the results I pull out of some of my weapons, until I explain what the extra points do
I agree 90% with the better resources, but there is something to be said about more experimentation points when it comes to melee especially. As a forever TKM I pay as much attention to mind HAM on my VKs as I do damage, and as a 2-hand I paid a great deal of attention to range mods (granted that's in core experimentation).
Oh, and there's something to be said for pulling yourself out of the gutter of moderate successes with an extra point or two as well...especially if it happens to be a weapon with 5 +40 kryat handlers in it...