Weaponsmith Archive

Thread: Is there a guide for WS Experimentation?

DaunteDelfuego
Tue Apr 06, 2004 11:12 am
#1

Hi all,


Making my first batch of weapon components, and was wondering if there are any good guides. Weapons have so many categories you can experiment on, so I'm looking for some advice on which ones people think are most important, and which ones can be ignored. Thanks!




DelFuego Industries Lok 3230, 3325 (Smuggler's Luck)
AlexKC
Tue Apr 06, 2004 11:47 am
#2

Here's a short guide.


Damage - Experimenting here obviously increase the damage, but also lowers the attack speed and increase wound chance.


Range - Experimenting here increase the weapons accuracty modifier at various ranges.


Durability - The weapon lasts longer (increases the weapons maximum condition).


Efficiency - lowers the HAM costs for using special moves.


When I build weapons to just stick on my vendor, I usually experiment in damage as much as possible. If I can't spend all the points there, I go into efficiency or ranged, depending on the weapon (If it's a rifle I'm more likely to put it into range, if it's a Power Hammer which always has high HAM costs, I experiment into Efficiency.


If I'm making a special weapon for a customer (Krayt Blaster, DXR-6b Rifle, etc) I do what they want me to do. Probably damage.





Olmaal Ackiv - Naritus' first Mon Calamari Jedi Knight
DaunteDelfuego
Wed Apr 07, 2004 8:14 am
#3

Thanks AlexKC! Do you use the same guidelines when making components?



DelFuego Industries Lok 3230, 3325 (Smuggler's Luck)
WhaddaWookie
Wed Apr 07, 2004 8:47 am
#4

yes
AlexKC
Wed Apr 07, 2004 10:46 am
#5

Affirmative.



Olmaal Ackiv - Naritus' first Mon Calamari Jedi Knight
LLJK_Griz
Wed Apr 07, 2004 4:00 pm
#6

Max damage on everything except scopes, which get max efficiency and the rest into range (or max range and the rest into efficiency)



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