Weaponsmith Archive

Thread: Add Experimentation By Wearing Clothing? HUH?!?

PubliusEnigma
Tue Apr 06, 2004 5:54 pm
#1

I saw an auction for some Tusken boots that allegedly increase WeaponSmith crafting by +5%


Three questions:


Is this true?


Are there more items like this (i.e. shirts, cloaks, pants, helmets, etc)?


Where do I buy these? Player crafted or looted?


Thanks!


Moygwai

Master Weaponsmith, Artisan, & Marksman& Head of Economic Development, TRADE City, Talus.

Bloodfin




Moygwai Kissinger - Jedi Padawan Elder (waiting a year for the FRS, GG SOE)
Shao-lo Templari - Master Pikeman/Combat Medic..oh wait...these no longer exist, GG SOE

"And then, something happened. I let go. Lost in oblivion. Dark and silent and complete. I found freedom. Losing all hope was freedom." - Fight Club

p4Samwise
Tue Apr 06, 2004 5:59 pm
#2

Looted. Typically very expensive.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
BoberFett
Wed Apr 07, 2004 7:36 am
#3

I just won an auction for a set of +5 Tusken boots on Bria for 7 million. With those, my bandolier and a couple of +1 tapes I'll finally have one experimentation point. Worth the cost? I don't know yet.
Zarny
Wed Apr 07, 2004 4:25 pm
#4

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.





ZarnKano
Dodece
Wed Apr 07, 2004 4:55 pm
#5

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?


Vshbaa
Wed Apr 07, 2004 5:26 pm
#6

All enhancements max at +25, so while you can get +100 only +25 of that will count.



___________________________________________________________________________________

Vshbaa
Former CURB Alpha Tester
Test Center: Zeath, Novolo, Pretentious
Eclipse: Novola, Pretentious, and Winnfield
Elder Jedi and Elder Swordsman
"Fine. I nominate YOU for the job. You fit the bill. No compassion, no morals, and a proven ability to follow the line no matter the personal cost." - WildCat84
Xieflow
Wed Apr 07, 2004 9:49 pm
#7

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
TheLemming
Fri Apr 09, 2004 9:36 am
#8


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...




This post is brought to you by the letter G

I'm a forum poster that used to craft weapons, but now has nothing to craft...so I post about it. Give me a role to play and I'll be a player that posts again.

SOE's response to overwhelming player opposition
Trean
Fri Apr 09, 2004 9:40 am
#9

Yeah but personally I like to craft nude, so then what?



Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

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