Weaponsmith Archive

Thread: Question- damage, speed, or action cost?

CorenLanra
Sun May 01, 2005 1:31 pm
#1

I brought this up a few days ago. The only way to test this is to have some focused testing to see exactly how often a player can actually spam a special and see if he runs out of action, if he runs out of action his DPS on his weapon is now kinda pointless, 0 action = 0dps.



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LlamaOnDrugs
Sun May 01, 2005 2:05 pm
#2

I do the same as you Ono.


But i am probably going to be changing my vendors around, having three.


One with speed, one with damage and the other with action cost. Then see where everything goes from there.




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Abbell
Sun May 01, 2005 3:40 pm
#3

as you know hammers are evil on SAC... I have run out of action (my mod speed is 1.23)
When this happens I just change up specials and either use a base attack or choose a defense.



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Vade_WS
Sun May 01, 2005 3:49 pm
#4

From some combat I was doing today, I found that accuracy is somewhat more helpful than SAC. But, I guess it depends on the specials you use.




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Baracous
Sun May 01, 2005 3:50 pm
#5

So the point is to use some exp in SAC... I recommend lowering the SAC on the subcomponents, as they can easily get to -5 without losing much in the way of damage (like 7-8 points, whoppie) and speed appears to be bugged on components giving 1/10th what the stat on the component says for the final product.


End argument, do SAC first then speed on components, damage first on final combine. (second exp item depends on weapon)



Also slices that seem to augment your choice can really turn a mediocre DPS item into a high DPS item... whereas if you have a high DPS item a slice will only marginally improve it. Spread those exp points around some. (especially for carbines and rifles)





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KRONOS1974
Mon May 02, 2005 12:46 am
#6

I was playing around with some weapons and components last night. Most of them i went all speed on components with extra into damage. THen final assembly i would go all damage and rest into speed. Often giving me a hgh powered weapon with good speed.


But what im thinking is what about action cost? Would it be wise to put some into the action cost? I think having lower action cost might help the combatant out more than awesome DPS.


Im not sure how exactly the action cost works, or how much you have to begin with. But having a weapon with 110 action cost compared to one with 95 action cost might make up the difference and lack of a little speed/damage. It willallow you to do more attacks, just slower.


Anyone have any info on the action cost, how mcu a person has, and how the weapon impacts your action cost? And what are you experimenting on? Splitting it up or going all into speed/damage?


Thanks

Ono



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Thatguyfubu
Mon May 02, 2005 7:44 am
#7

As someone who buys weapons and uses them and not a crafter this is how I see it. It will really really depend on the weapon and the person using it. If you have a weapon with an action cost of 130 the user will run out of action before his target is dead. However I find that using a weapon with an action cost of 85 I can take down a whole mob before my action goes to nothing. I would recomend making a few and try to keep those high damage high ham weapons to around 100 - 110 ham. However weapons that come out around 80-90 jack up the damage on them. Of course this is for CL 54 weapons. I personally found with general weapon speed and weapon specific speeds I am now looking for damage weapons and not really speed weapons. I want to get the most band for my action cost. If action was not an issue then it would be all speed. Now with a really fast weapon I eat my action really fast then I can't so anything and watch my target regenerate.




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Mobaar
Mon May 02, 2005 8:13 am
#8

Great question! I think it depends on who you're working with:



1. Someone just hit the level of the weapon they want (lv. 40, 30, something like that):


Most of these guys/gals want a weapon that can do damage and have speed. At that level, they have some attack skills, but won't have a huge need for specials.


2. A new player to the game:


I found most of them just want damage because that is the most important factor in their eyes. I will, however, usually give them something with most of my points on speed, since that can significantly increase DPS better than damage on low-level weapons.


3. The uberest, meanest, nastiest, double-elite profession-est player in the world:


Well, they normally wouldn't be talking to YOU, you're just a lowly lv. 1 Weaponsmith, but in the rare chance they do, I'd say give them something that allows them the lowest action cost, they're gonna be doing specials all the time anyway, with 10 spices in their bodies and whatever kinds of buffs they can get. You can make it easier on them by putting half in damage and half in damage cost.



Mobaar
Pohacca
Mon May 02, 2005 8:19 am
#9

The speed cap is 1.73. Experiment to that and then the rest in damage. This will get the best edps for your weapon before the slice.


I haven't toyed with the other stats yet.



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Amizar
Mon May 02, 2005 9:51 am
#10



Pohacca wrote:
The speed cap is 1.73. Experiment to that and then the rest in damage. This will get the best edps for your weapon before the slice.
I haven't toyed with the other stats yet.





Not exactly.

For example, if you can experiment up to 85% on the speed (or damage) bar, and you reach 84% with points left over, you get a better rate of return by switching to the other stat. Why spend a whole point to jump 1% when you can pop it in the other to get the full 7%? Not only does your estimated DPS raise more, but it leaves you farther from the theoretical weapon cap and gives you a nudge in the right direction for a better slice.

I've been having best results from experimenting as close as possible to the max % on the damage bar until the next experiment is less than 6% or 7% away from the bar's max for that given weapon, and then putting the rest in speed.



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Pohacca
Mon May 02, 2005 2:13 pm
#11






Amizar wrote:





Pohacca wrote:

The speed cap is 1.73. Experiment to that and then the rest in damage. This will get the best edps for your weapon before the slice.


I haven't toyed with the other stats yet.








Not exactly.

For example, if you can experiment up to 85% on the speed (or damage) bar, and you reach 84% with points left over, you get a better rate of return by switching to the other stat. Why spend a whole point to jump 1% when you can pop it in the other to get the full 7%? Not only does your estimated DPS raise more, but it leaves you farther from the theoretical weapon cap and gives you a nudge in the right direction for a better slice.

I've been having best results from experimenting as close as possible to the max % on the damage bar until the next experiment is less than 6% or 7% away from the bar's max for that given weapon, and then putting the rest in speed.





I'll have to try this tonight.






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