Weaponsmith Archive

Thread: Action cost?

KRONOS1974
Mon May 02, 2005 8:51 pm
#1

So whats the action cost?


How much do we have?

Does everyone have same ammount?

Higher the combat level more action you have?

Whats total we start with?

How do we tell how much we have?


Im seriously wondering about this. Its hard to make weapons when i dont know info on this.

Anyone know any of this or where i can find it?


mean should i go with a 2.speed 800 max dam good dps high action. Or should i go 2.5speed 999 damage little into action, or go all into action and little into damage and forget speed? Should i make 132 action weapons or go with a 100 or lower action weapon?


I asked a question almsot like this, but this one is to find out hard facts on how much action we have.


I do not want to have to have 3 vendors to stock ( 1 for speeed, 1 for damage, and 1 for action.accuracy). Just take to much resources and a lot of weapons not being sold.


Any info on hard facts about action costs would be greatful.



Thanks

Ono


Oh and my other account is a jedi so i cant really test out all the weapons on him I guess i could respec to a new profession every 12 hrs and test a few guns.



Ono'mas - Elder Architect, Droid Engineer, Artisan, Weaponsmith, Armorsmith, and Shipwright.
Onopanek Elder Jedi, Bounty Hunter, Smuggler, and many more.

Vendors located in Hadrian's Market, Tat
Drop off on my -Sith Lord- vendor.
Mayor of Hadrian's Market
Baracous
Mon May 02, 2005 9:55 pm
#2

Well ask the combatants first... I play a rifleman on an ALT and ran out of action in longer fights (like 2 or more things in a row) and with some doc/food buffs it took a 3rd creature/rebel to make me "too tired". I hear carbimeers also have it bad for that, but they're used to it. 104 SAC on that T21, btw.



In my estimation, forget the damage line on subcomponents and focus on speed and SAC (special attack cost). You barely get 8 points min and max damage with a full line of experimenting, but you'll get loads more speed (appears to be slightly bugged and only helps at 1/10th the listed speed mod)and decent SAC reduction. Do your damage experimenting on the final combine which is leaps and bounds better than speed. SAC remains pretty consistent.


Lastly, you might want to try making a weapon really fast (or really damaging) and put remaining points into SAC... try to get the slice to make up the ignored stat (damage or speed) since they are capped, maxing or nearly so will make a slice a HUGE dissapointment.



Sincerely,

Bria toons - Zharik (ex-12pt MD&MCM), Atio (12pt Weaponsmith, Architect)
Vendors at -245 -5600 Corellia (Weapons, Deeds, Power/Resources, Loots/Uniques, more!)

Wanderhome toons - Jarath, Salanor, Taralyn (Bio-Engineer/Tailor)
Vendors at -534 2901 Dantooine (Vendor Taralyn's Treasures - BE Clothing)
XobNoics
Mon May 02, 2005 11:10 pm
#3



Started a new thread so I updated the link.

Message Edited by XobNoics on 05-02-2005 11:24 PM



_________________________________________________
Xob Noics - Master Rifleman, Bounty Hunter
Kyowarr - Dark Jedi Knight
Inzi Noics - Master Weaponsmith, Artisan, Merchant
(+25 Experimentation, +35 Assembly, Force Crafting Mastery)

Bubble Box's Mini Mall near Theed -6725 4085
KRONOS1974
Mon May 02, 2005 11:11 pm
#4

Thanks. Search feature is working again so ill start reading up. Only reason i asked all these stupid questions is i just didnt know. Ill have to do some searching and get working on restocking.



Thanks for the link ill read that soon.





Ono'mas - Elder Architect, Droid Engineer, Artisan, Weaponsmith, Armorsmith, and Shipwright.
Onopanek Elder Jedi, Bounty Hunter, Smuggler, and many more.

Vendors located in Hadrian's Market, Tat
Drop off on my -Sith Lord- vendor.
Mayor of Hadrian's Market
KRONOS1974
Mon May 02, 2005 11:12 pm
#5


Im glad the weaponsmiths are friendly and helpful. Some professions ive tried the boards were just mean and rude sometimes lol.



Thanks for all the help in past posts also.



/tiphat


Message Edited by KRONOS1974 on 05-03-2005 02:12 AM



Ono'mas - Elder Architect, Droid Engineer, Artisan, Weaponsmith, Armorsmith, and Shipwright.
Onopanek Elder Jedi, Bounty Hunter, Smuggler, and many more.

Vendors located in Hadrian's Market, Tat
Drop off on my -Sith Lord- vendor.
Mayor of Hadrian's Market
XobNoics
Mon May 02, 2005 11:17 pm
#6

LOL Not a problem at all. Learning and sharing experiences make us all better. Again, I'm not sure if we can follow the ratio comparison I brought up in the other thread... it's just an idea I threw out.



_________________________________________________
Xob Noics - Master Rifleman, Bounty Hunter
Kyowarr - Dark Jedi Knight
Inzi Noics - Master Weaponsmith, Artisan, Merchant
(+25 Experimentation, +35 Assembly, Force Crafting Mastery)

Bubble Box's Mini Mall near Theed -6725 4085
Vade_WS
Tue May 03, 2005 8:08 am
#7



Baracous wrote:

Well ask the combatants first... I play a rifleman on an ALT and ran out of action in longer fights

[snip]

In my estimation, forget the damage line on subcomponents and focus on speed and SAC (special attack cost). You barely get 8 points min and max damage with a full line of experimenting, but you'll get loads more speed (appears to be slightly bugged and only helps at 1/10th the listed speed mod) and decent SAC reduction. Do your damage experimenting on the final combine which is leaps and bounds better than speed. SAC remains pretty consistent.

Lastly, you might want to try making a weapon really fast (or really damaging) and put remaining points into SAC... try to get the slice to make up the ignored stat (damage or speed) since they are capped, maxing or nearly so will make a slice a HUGE dissapointment.





I've gotten similar info from some riflemen, though, apparently SAC is bugged on rifles. I'll need to check the rifleman forum for that.

Anyway, their view is lower SAC, but don't worry too much about speed. They want a hard, high-damage hit that does not penalize their action. The downside of too much speed is that it eats through their action faster.

The same may be true for Carbiners, and Fencers.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
john_p
Tue May 03, 2005 8:18 am
#8


I go along with that idea for Rifles.


With my Rifleman/BH character I usually engage a tough (similar level) target from cover, and start off with conceal shots.

Conceal shot causes the creature to run about 10m toward you then stop. So speed is totally irrelevant; you need maximum damage on each shot. Max dmg (-speed) powerup would be useful here. I can probably knock 40% of he health from a similar level creature doing this, before it gets into range and discovers me.


Then speed comes a bit more important, because I try to put multiple states down (KD, root, etc). Once these stick, maybe I want a weapon that does as much damage as possible. That's ignoring kinetic vs energy resistances as well!


It's good. Before the CU it was /headshot3. Now maybe I - and my customers - need three weapons for each damage type




Lariso <Hoods> Officer
Demosthenes <Hoods> Jedi, Master Pilot

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