Weaponsmith Archive
Thread: Action cost?
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.
Started a new thread so I updated the link.
Message Edited by XobNoics on 05-02-2005 11:24 PM
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.
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
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.