Weaponsmith Archive
Thread: weapon experimentation
For Weapons Crafting its Novice Weaponsmith
you get more experimentation points as you level the weapons crafting tree..
This is for weapons made from the weaponsmith tree.. for those (CDEF'S etc) that are schematics from artisan, it uses artisan experimentation points.
You should get the Option in the same bubble as 'Create Prototype"
does anyone know what the experimentations affect?
ex.blaster-power handler experimental damage i believe affts dam and speed but what does experimental efficiency affect?
as well as for blaster-pistol barrel and weapon scope.
if someone can help here it would be appreciated.
as well resource quality. the primary stats listed in the schematic like OQ and cond affecting power handlers. does any any of the other resource qualities affect the final product?
efficiency is always about HAM cost.
range is about the range modifiers. basically accuracy.
Ignore durability.
Only this listed arrtibutes affect quality. However, more malleable materials have a lower experimentation risk (for all crafting everywhere). But just focus on the listed attributes.
It isnt bugged, Carbifloumi just has a lower max stat cap and the max stats are calculated on max possible stats for that type of resource. So because the Carbifloumi is closer to it's max possible quality it has a higher outcome.
All PE comes from the radioactive (only resource with this stat), while OQ comes from all resources, meaning that PE is 4 times more important than OQ in the radioactive.
Someboy had a similiar problem with missiles and a more detailed explanation was given in the following post http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=22723
AhrienTerrik wrote:
meaning that PE is 4 times more important than OQ in the radioactive.
How do you come up with that bit of reasoning? Just because it's the only resource that has PE doesn't mean it's any more important because the others don't. I'm no Math major but I don't see that the formulas work that way from how I've calculated them.Message Edited by Drusan on 06-29-2005 06:30 AM
You can believe me or not, but if your formula don't explain the results you're getting, it would be wise of you to check if other formula (mine for instance) explains the results you're getting.
The post I was refering to is a pretty good example that my formula is the correct one, but I don't really care if you want to give the same value to OQ and PE for the radioactive you're using on your weapons. More power to your competitors, in case you have any.
Anyway, the weight you give to each stat depends on what experimentation line you want to maximize. If you're going for mass the PE in the radioactive has no meaning at all and a 1000 OQ 500 PE would be better.
If you're going for damage, a 1000 PE 700 OQ is far better.
Don't believe me, check for your self. You should be able to get hold of some high PE low OQ and low PE high OQ radioactives and compare the results.
No apologies needed.
Min and or Max damage (I don't do effectiveness as those only work either on sheilds or armour but never both. Min/Max damage does both sheilds and armour.)