Weaponsmith Archive

Thread: Weaponsmith racial bonus

SgtSixpack
Mon Jul 04, 2005 11:02 pm
#1

Im a master artisan/master weaponsmith. I chose to create a character with +10 weaponsmith assembly. Ive crafted enough weapons now to notice that an amazing success yeilds the same stats as a great success. If I knew there was no benifit I would have gone human where 2 extra artisan xp points do count for something.


Am I dreaming if I ask for this one to be fixed so that an amazing success actually improves that initial stats of the weapon?



138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
Summerflame
Tue Jul 05, 2005 4:07 am
#2

The Amazing succes does make a difference, but its not a lot. Still since the CU amazings has been much more neeed as a topend crafter.


If we say that a great success will move the bar 1 then an amazing succes will move it 1.5 so enough amazings will yield more points to put in other rows





----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



SgtSixpack
Tue Jul 05, 2005 9:47 am
#3






Summerflame wrote:

The Amazing succes does make a difference, but its not a lot. Still since the CU amazings has been much more neeed as a topend crafter.


If we say that a great success will move the bar 1 then an amazing succes will move it 1.5 so enough amazings will yield more points to put in other rows







Thx for the reply but u misunderstand what Im saying. Im talking about assembly not experimentation. Rows are in the experimentation part of the craft, assembly is the first "roll" in the crafting process.



Anyone else think that amazing assembly should yeild a higher starting set of stats before u start experimenting?







138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
Summerflame
Tue Jul 05, 2005 10:13 am
#4

Im not misunderstanding you Ive allways believed that assembly does enhance your chances of getting amazings while experimenting as well as on the initial assembly. I might be wrong, but it jsut seemed that way when I finished my suit with capped assembly aswell



----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



SgtSixpack
Tue Jul 05, 2005 10:25 am
#5

ok... but the fact remains that when I crafted a weapon and got an amazing assembly the stats were identical to the assembly with a great success. To me, as Ive heard others say assembly is useless and I'd go so far as to say the weaponsmith bonus of the rodian and mon calamari species are useless, fs assembly mastery is useless; until if SOE makes an amazing sucess better than a great sucess. Ive not had anything less than a great. I craft with a 14.88 crafting tool a 45.56 crafting station in a research center with entertainer buffs and pyrillion cake. Im starting to think pyrillion is also a waste of money.

I dont think assembly skill has anything to do with experimentation sucess, this would make no sence from a programming standpoint. They have one mod for assembly one for experimentation and they dont influence each other otherwise it would be called "crafting skill" and be a single mod.



138 Assembly 128 Experimentation FS Craft 4404
Weapons Vendor Locations
IGN = Teri' & Terie Pre Cu full Temp jedi cu sbaer 711max.
Summerflame
Tue Jul 05, 2005 10:35 am
#6

well okay, if we are only talking about the initial assembly I do believe that you start a little further up the bars when you get an amazing, but yeah surely it should be more noticable. I wont argue about that



----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



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