Weaponsmith Archive

Thread: weapon experimentation

JediSlave007
Mon Aug 11, 2003 7:46 pm
#1

...well...just experimenting in general i guess...what is the prequsit to be able to experiment?...and if there is none...how do u do it?!?!?...TIA
Metalrat
Mon Aug 11, 2003 7:56 pm
#2

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.







Andover D'Monet


JediSlave007
Mon Aug 11, 2003 8:03 pm
#3

...ok im not to weaponsmith yet....but working my way towards master artisian....can i experiment on a CDEF weapon before making master artisian?...if so how? TIA
Mentos15
Mon Aug 11, 2003 8:33 pm
#4

Craft Next to a Public Crafting Station, using a Weapon Crafting Tool (not Generic Tool)

You should get the Option in the same bubble as 'Create Prototype"



Lootack
Weaponsmith
Legacy Corporation
Chilastra
-3839 -1704 Corellia
JonR24
Sun Aug 24, 2003 4:06 pm
#5

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?




Arcanum Stormbringer

~ Jedi Padawan ~
"Beware the coming of the storm, for death rides within."

EasyMcRhinopants
Sun Aug 24, 2003 5:21 pm
#6

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.

Shotter
Tue Jun 28, 2005 1:18 pm
#7

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.






Shotter Gemen
Master Bounty Hunter
4/4/4/4 Combat Medic - 4/4/4/4 Bounty Hunter - 0/0/0/4 Pistoleer
Choran
Wed Jun 29, 2005 12:44 am
#8

I hear the weapon experimentation %ages are bugged, or different form listed, can anyone confirm this? by rigths Naukim DR 733 PE 894 OQ 984 Should always perform better than Carbifloumi DR 750 PE 988 OQ804 yest Carbifloumi presents better results for speed shield effectiveness and damage etc. (although naukim is better for armour HP etc.)


Can anyone explain the logic behind this?



Choran Velquiss [Kohr-Rann Vhell-Kwiss]
Former Inquisitor, now head of Velquiss Inteprlanetary
Master Artisan, 12/17/17 Point Master Shipwright, 12 Point Architecht


Insane Quality Starship Components Built to Order.
Mos Entha Headquarters :- 2444 3362, just 1200M from the starport
AhrienTerrik
Wed Jun 29, 2005 1:51 am
#9

When choosing a radioactive for weapons, bear in mind that PE is 50% of the final product, while OQ is the other 50%.

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





Please, deliver any items I buy to my "Astilleros AT - Ventas al publico" vendor. Naboo 6620 -4324

Ahrien Terrik, Master Smuggler & Master Shipwright (12/17/17 points).
Ko'yi Sacure, Light Jedi.
Allison Terrik, Master Doctor (original account, CANCELLED due to SOE turning medics into clerics)
Drusan
Wed Jun 29, 2005 3:29 am
#10


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



Haga Qubany
12pt Master Shipwright
QSI - Qubany Systems Integration, Sintari, Dantooine
Stohn Cabouser
12pt Master Droid Engineer
StohnCorp
AhrienTerrik
Wed Jun 29, 2005 4:06 am
#11

I have been a crafter since beta. Artisan, Weaponsmith, Doctor, BE and Shipwright if you are wondering.

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.





Please, deliver any items I buy to my "Astilleros AT - Ventas al publico" vendor. Naboo 6620 -4324

Ahrien Terrik, Master Smuggler & Master Shipwright (12/17/17 points).
Ko'yi Sacure, Light Jedi.
Allison Terrik, Master Doctor (original account, CANCELLED due to SOE turning medics into clerics)
GrimBear
Wed Aug 17, 2005 2:27 am
#12

I was wondering just how other shipwrights spend their experimentation points when crafting guns.


I tend to split mine up on the following:

Effectiveness vs Armour

Effectiveness Vs Shields

Energy cost per shot


Basically 5 pts in each.




GrimBear
Slysix
Wed Aug 17, 2005 3:49 am
#13

Refire-as it is the only thing that we can do much better than ANY RE job.
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.)

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