Weaponsmith Archive

Thread: 10pt vs 11pt vs 12pt The Truth

H--K
Tue Mar 15, 2005 12:24 pm
#1

All comments are welcomed on this post as always. The 12 point experimentation on all crafting is over exagerated in my opinion as a Master Chef, Master Weaponsmith and Master Tailor...of course some alts there..lol If you do not use uber resources when crafting you can not even max out the experimentation available to you for damage and speed for example...what do you do with the extra points, make the weapons HAM from 80 80 80 to 79 79 79 thats what you get for 1 point, or the life of your weapon from 850/850 to 885/885. If I use just a bit better resources as I'm an 11pt WS I can way out do an 12 pt Smith. Or enhancements such as krayt goes way above that....What I am really trying to say here is for the buyers....Check all the weapons/armor or what ever for the overall stats....Don't be swayed by theI'm a 12 pt buy from me...lol Don't pay too much either....I craft to sell cheap, I get tired of all the rip offs out there.....If I can get my crates of pistols done by the weekend, I'll be handing them out free at Theed Starport Saturday by the way on Kauri .....Been working too much OT in RL....Lol



H-K
Master of the Obvious
ShugFlurry
Tue Mar 15, 2005 12:35 pm
#2

But theres always the probability that 12pt = longer running smith = more dedicated as a less dedicated would drop out = better resources.

But yes resources > points



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Hotrodg
Tue Mar 15, 2005 3:29 pm
#3

12 point with good resources > 10 pt with good resources > 12 pt with inferior resources





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roxby
Tue Mar 15, 2005 4:10 pm
#4


I was a 10 pt smith for about 6months before getting to 12 pts:


You can compete on standard weaps as a 10pt smith, as long as you have the best resources available. At 10 pts you will lose money on one-off crafts because of moderate and good exp successes (both for yourself and, worse, for your customers). 12pt smiths with the best resources will always make better weapons, range, condtion etc. For base weapons that doesnt really matter, so you can compete. Being FS and 12pts means that you lose no money - I have had no moderate or good successes since I got the FS exp tree.




ZeeZee
GSA Guild Master Weaponsmith (12pts,FS)
Vendors in SDK Theed Mall -4060 3362 , SDK Lok Mall (Sardukar City) -1618 -4896
Offers and deliveries to "ZZ's Melee Weapons" Sardukar City Mall

Pohacca
Tue Mar 15, 2005 7:28 pm
#5


Actually, having 12pts is amazing compared to not.


I've been a WS for about a year and a half now. I've been collecting the best possible resources the whole time. What I didn't have, I used the 30K resource kits on.


My experimentation is consistantly maxed and the extra points always go into condition, adding an extra 3-400 points in that trait. (No one on my server is interested in HAM costs and my scopes always add +43 to the range, so those traits are moot.)


Also, having the extra exp points is good if you don't have the extra assembly points. If you get a moderate or good assembly, the extra points can help you out of the hole. (It's rare that I get a moderate, my city has Recearch Center and my assembly skill is 125. )


If you don't believe me, put in the time, get the tapes and you will see. It's the only way to find out, really.


Just my two credits.

Message Edited by Pohacca on 03-15-2005 04:31 PM



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KRONOS1974
Tue Mar 15, 2005 7:53 pm
#6

To be honest i think 12pts come in very handy.


Getting those T21's below 90 mind cost, adding 100-300+ condition to a weapon you paid 3+mil for in components. Giving your customers better condition, better HAM, and/or better range is always a plus in my book. If you are going to charge them for a weapon, give them the best weapon you can make. 12pts help in this.


Even before, or in between WS and other crafting ptofessions i always took time to examine stats on weapons before i bought them. ( 3rd time being a WS now ).



my 2¢ anyways.



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cyst22
Wed Mar 16, 2005 1:20 am
#7

I have to say no on the longer running, I've know some pple that found nice exp. tapes (10 or more) and took up the crafting job. I know other that had way too many creds. and bought 20 pt. of tapes and started crafting.

I have found th ediffernce between 10 and 12 pt.s really isnt that much



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Woodis
Wed Mar 16, 2005 1:23 am
#8

There are a couple of advantages to being a 12 point WS that you've left out. You'll notice that a good 12 point smith will have higher range on all of his weapons, as the sub-componants can be tuned a bit nicer. Sure it is only a few points of range here and there, but when you combine it all on a rifle (barrel, scope, stock), you'll find that it adds up to a fair difference. There is also some dependability acquired from being a 12 point smith.

If a customer comes at you with his/her 100 + damage tissues, asking for a DE-10 or whatnot, he/she's assured to have a better chance during experiementation, as far as staying away from moderates, and possibly receiving amazing successes. On top of this, it is a nice insurance to be sure to cap the damage if one or two moderates should hit. The resulting consequence is that a 12 point smith will generally receive 100 + extra condition on the weapon. This is nearly a free repair, and when considering high end weapons should not be taken too lightly.

In addition, as the previous poster said, there is that extra reliance at receiving top quality, from a reputable 12 point smith on your server. Most adventurers don't know the resource caps, or normal damage caps on weapons for their server. This is especially true if someone has recently switched professions, and comes to you expecting the best resources your server has to offer.

Whether it's worth the 25-50 million credits it costs us to acquire a 12 point suit is certainly debatable, but I'm sure that most smiths would agree, that the weaponsmith profession relies heavily on reputation and prestige. Just some thoughts from a 12 point smith, the best of luck to you all in business!


-- Woodis of Millenium
ShugFlurry
Wed Mar 16, 2005 1:46 am
#9

Also 12pt = less likely to moderate success. 12pt + FS crafting = even less nearly never moderate successing.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Scruffdawg
Wed Mar 16, 2005 1:57 am
#10


For custom work I would definitely prefer a 12 pt smith for reasons outlined above- and would expect to pay for it. But for shopping around, for sure only 2 things matter: stats and price .. ok and also how hard it would be to find better



Jahn
Siymon
Wed Mar 16, 2005 9:18 am
#11

12 Points was nice to have the day of the crafting change. Not necessary but was nice.



Siymon|Bane'|Noymis|Soruman(Retired)|Tesros(Retired)
ShugFlurry
Wed Mar 16, 2005 9:49 am
#12

+20 experiment/+25 assembly and im getting a +5 CA to stick in a belt all without the bando /cheer

12pt > 10pt

NO MORE MODERATES¬!!!



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
CrashNgoBoom
Wed Mar 16, 2005 9:53 am
#13

I've had to use my extra 2 points to recover from a moderate a few times. It is true that 10 points can craft factory weapons just as good as 12 points. However, if I get a customer that requests an item I know I don't have the best resources for at the time, I will always send them to another 12 point smith who is more famous for making that type of weapon for the insurance of those extra 2recovery/condition points.



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