Weaponsmith Archive

Thread: experimentation... wt?

sknomad
Thu Jan 27, 2005 11:34 pm
#1

Hey people,

first off, I'm sorry if this is posted in a sticky someplace, i read through a few of them and didn't see it.. and it's a pretty basic question I think.. so it probably is in one, but someone here probably knows the answer by heart anyways.

Experimentation - I know what it does, what I don't know is what it caps at, and also, when someone says "I'm a 12 point smith" what does that mean precisely.

it is my understanding that 12 point means, they have +12 experimentation - with all the tapes and stuff floating around, this number seems quite low - what's the deal?

sorry for being a noob, but it's something that I'm not clear on.

TIA




Bloodfin : Talbot Lowca : Inannah Bria : Poo'Doo
___________________________________________________________________________________
:: "You should try playing more and grinding less" :: CTD : Improved client stability strikes again ::
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid." - Han Solo

CorenLanra
Thu Jan 27, 2005 11:47 pm
#2



sknomad wrote:
Hey people,

first off, I'm sorry if this is posted in a sticky someplace, i read through a few of them and didn't see it.. and it's a pretty basic question I think.. so it probably is in one, but someone here probably knows the answer by heart anyways.

Experimentation - I know what it does, what I don't know is what it caps at, and also, when someone says "I'm a 12 point smith" what does that mean precisely.

it is my understanding that 12 point means, they have +12 experimentation - with all the tapes and stuff floating around, this number seems quite low - what's the deal?

sorry for being a noob, but it's something that I'm not clear on.

TIA




It means hey have at least +20 in additional skill tapes to give them 2 extra points in experimenting. You get 1 for every 10, since +25 is the max, most people stop at +20.



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DaBarius
Fri Jan 28, 2005 12:28 am
#3

12-point WSs are rare because the skill tapes are VERY expensive...



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Rhadida
Fri Jan 28, 2005 2:56 am
#4

btw the extra +5 above +20 is helpfull when experimentating. You have a better chance of succes with it But then again very expensive as well



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IGN: Rhadida
Sokal
Fri Jan 28, 2005 5:35 am
#5

Pretty much like the rest..


I am a 11point WS and have 15points from my tapes. So I need another 5exp tape points to become a 12 point crafters which means making a

weapon I use 12 points and not the Master 10points when I craft with my clothes on. 2 points may not seem like alot but it really is..


10exper clothing tapes = 1 exper carfting point

20exper clothing tapes = 2 exper carfting point




RedEye - ELDER JEDI

ana-mo-cara
Fri Jan 28, 2005 8:00 am
#6

No its not when you count in how much a 12 point feals free to charge.


Here are the facts a 10 point smith usually polishes off the damage speed line of a weapon. Usually as in 9 out of 10 times. The extra two points usually go to condition where they go the farthest for 100 more points. Ham which is reduced like by a couple points. All in all its worth it to make slightly better weapons, or if you futz something the extra points can make up for it. The problem is you can spend 20 million creds to get the tapes you need. Which means you just have to charge more. Though do not feal you need to. Its only a very modest improvement, and right now the slice is where the real concern is for players. A bad slice or a good slice determines the value of a weapon. Plain and simple.
sknomad
Fri Jan 28, 2005 12:20 pm
#7

wow only 1 point for +10 ... that's pretty harsh...

next question..

if you are a 10 point smith, does it make a difference/is it better/worse to experiment 1 point at a time when crafting(when looking to make an uber weapon) or just max the row (damage say) and experiment once?

I mean obviously, 1 point at a time leaves more room for failures... but it also leaves more chances for high success rolls.

logically it would be better (if you feel confident) to do the experimenting one point at a time (then the success % would compound upon one another) - but does it work this way in the game?

thx again




Bloodfin : Talbot Lowca : Inannah Bria : Poo'Doo
___________________________________________________________________________________
:: "You should try playing more and grinding less" :: CTD : Improved client stability strikes again ::
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid." - Han Solo

Terv
Fri Jan 28, 2005 10:42 pm
#8

funny ya say that I was playing the other night and did a point at a time

3 amazings in a row, then....MODERATE SUCCESS, I wansn't even able to save the component at all. I'm glad this wasn't a weapons or I might have been pissed. All I've noticed is that the amazings save a point from time to time, so you can throw it into some other area...condition/range/effectiveness.



-TERV-
Terv Co. 12pt Weaponsmith
Elder Master Smuggler
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ana-mo-cara
Fri Jan 28, 2005 11:02 pm
#9

Its best to do it 1 point at a time. Something about doing them all at once just blows up in your face. Doing 10 is read as doing ten 1 point experimentations somehow. So it applies all the greats and moderates anyway. In the worst possible way. So no do it 1 point at a time its safer and easier. There is really no risk to benefit ratio. From what I have seen full lineing it sometimes dosent give you the max. Like on a advanced scope. I can usually get a plus 42 well one day tinkerinag around I did the full line a few times. When it did the great or amazeing i got 40 with 1 point to spare the line is full so whats the deal.


On items like advanced stocks its best to do six the first time and like 2 each time after that. The stocks are borked though.
AspiringBountyHunter
Sat Jan 29, 2005 10:34 am
#10

I roll 2 points at a time.


As far as the difference between a 10, 11 and 12 point smith. The 11 and 12 pointers can overcome a couple of moderate successes better than a 10 pointer. The 10 pointer may not even be able to cap damage, where the 11 and 12 can still max it out. If all 3 smiths roll greats or better and then the 11 and 12 pointers have more points to put into other areas, IE cond, range, or ham.





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CTRL_ALT
Sat Jan 29, 2005 10:38 am
#11

They stop at 12 points, because the cap on experimentation is +125 (cap means that going higher than 125 would do nothing). Although I know WSs who have +150+ exp suits and they don't get 15 points. The maximum amount of points that a crafter can have is 12 (only exception is human artisans who get a +15 artisan experimentation race advantage and therefore can cap at +140)



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AldaronTavish
Sun Jan 30, 2005 3:01 pm
#12

Get fooman's tool (do a google search to find it) it will tell you what the weapon will cap at with the resources you have. For max experimentation possible check my thread out at

http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=58533&highlight=updated+theorectical+weapon+max#M58533

It hasn't been updated with the shipwright resources that cap at 1000 so some maxes may be off.



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Rock-A-Fella
Sun Jan 30, 2005 3:13 pm
#13






AldaronTavish wrote:
Get fooman's tool (do a google search to find it) it will tell you what the weapon will cap at with the resources you have. For max experimentation possible check my thread out at

http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=58533&highlight=updated+theorectical+weapon+max#M58533

It hasn't been updated with the shipwright resources that cap at 1000 so some maxes may be off.






Foomans tool is an absoulte nessesity for ws. It takes a little while setting it u, however what took hours in resource hunting takes 30 secs now. Invaluble!


Yes you get two extra points when crafting a weapon, however you also get extra points for the sub componets. For example.



I amke alaser riflescoped and stocked.


Rifle Barrel
Power Hander(s)
Scope
Stock


Right there that's 8 extra points before I even get to the weapon. So it makes a huge differance in the end product.





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