Weaponsmith Archive
Thread: Let us encrypt the Experimentation of Weapons
Hello Weaponsmith all over the galaxy,
the subject of Experimentation is as hot as a little curious for many Weaponsmiths.
So let us discuss, if you have Experimentation "Templates" for weaponsyou craft.
The final result of a "wrong" or "right" Experimentation on each Weapon Type, can differ notable.
Do you have any Test Results in different Experimentation ? Where are the differences between Experimentation in 1-Point Steps, or 2-Point, or 1/2/2/1/...
Is the Weapon Type determing how you can do a "right" Experimentation, or is it whether ?
Takes the quality of the Crafting Tools and/or the Crafting Station effect on the results of crafting/experimentation ?
Many questions ... let them be answered togehter ![]()
Zuplancer wrote:
Do you have any Test Results in different Experimentation ? Where are the differences between Experimentation in 1-Point Steps, or 2-Point, or 1/2/2/1/...
Is the Weapon Type determing how you can do a "right" Experimentation, or is it whether ?
Takes the quality of the Crafting Tools and/or the Crafting Station effect on the results of crafting/experimentation ?
Experimentation works as follows... 1 point experiments provide the least initial risk but each experiment adds to the complexity therefor adding further risk to further experiments. I usually go with 3/3/1/1 myself with a few exceptions (projectile feed mechanisms I do a full experiment of 8 points since they are bugged).
Weapon type... oh yea... I can't count how many laser rifles and carbines i had to trash when i was making them by hand just because every time i hit that magic 80-84% damage range the only result to my experiments were moderate successes... on SOME weapons i've even had FAILURES increase the speed/damage FAR more than i could normally but at the cost of durablity, HAM, and/or Range (poor resource weapons such as Elites and Bowcasters)
From my experience with high and low end crafting tools/stations, yes it does make a difference in the assembly/experimentation but not in the ways others have theorized... if i'm at a +25 station the risk percentage is decreased on schematics with <25 complexity... Say i'm making an item at a +25 Structure station... 5 experiment points at master... a complexity 24 schematic will have 0% risk on a single point experiment, 25 complexity gives me 3%, 26+ and i have 5% risk... as far as the tools go it affects the assembly rate of success... This may not affect those professions with 10 experiment points as much as i have not seenmuch if anydifference at a +30 station or a -6 station when Weaponsmithing except when i do a full experiment