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SWG Profession Guide - Weaponsmith
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Post SWG Profession Guide - Weaponsmith
The Penultimate Guide to Weaponsmithing
By Logix

Table of Contents

1.) Just Starting: What you're getting yourself into and how to go about it.

2.) The Grind: What to grind and how to do it.

3.) The Biz: How to get a foothold in the weapons market and what you'll need to do it.


Chapter 1: Just Starting.
So you want to be a Weaponsmith. The grind is a very tedious and painful one; unfortunately, it isn't going to be your only worry. You are going to need a lot of resources, a lot of macros, a lot of patience and a lot of time.

Master Weaponsmith requires Novice Artisan and Engineer IV, at the bare minimum. You will need 31,500 General Crafting XP (granted by crafting Artisan items) to achieve Novice Weaponsmith. The Weaponsmith profession itself requires 896,000 Weapon Crafting experience to Master the profession. For just the basics, the Master Weaponsmith profession requires 92 skillpoints total.

It is essential to have Survey IV to be a successful Weaponsmith, as you are dependent on a wide variety of resources. So if you take your profession even the slightest bit seriously, plan to free up skillpoints. Additionally, if you wish to have your own business, you will need to have Business III to obtain your own vendor. It is recommended for a successful business, that you achieve Novice Merchant and Advertising III, so you may advertise your vendor on the Planetary Map (viewable by opening the map and selecting the Vendor > Weapons tab.)

Now that you know what you're getting yourself into, we'll move onto the Grind.

Chapter 2: The Grind

Weaponsmith items grant the lowest amount of experience and use the least amount of resources. This profession requires a lot of clicking, moreso than many other professions. For the grind alone, plan to have roughly 500,000 units of Steel for the basics. A few notes: Hand-crafted weapons give UXP (usage experience, the experience granted when someone else uses your item), items crafted in factories give no UXP. One-use items, like Weapon Upgrade Kits, give full UXP the instant they are used, provided they were hand-crafted and not made in a factory. Additionally, items crafted in factories only give you 10% Weapon Crafting experience that you would get for hand-crafting the item. Lastly, Practice Mode gives a 5% experience bonus to hand-crafted items.

There are many different routes to take for the grind, here are the most common:

[*]The Universal Grind

The universal items to grind are Projectile Barrels. At Novice Weaponsmith, you start with Projectile Pistol Barrels. They require 16 units of Steel and 10 units of Metal (or just 26 Steel total) and they grant 52 exp. It is recommended you grind Projectile Pistol Barrels until Firearms I, at which point you obtain the schematic for Projectile Rifle Barrels (these give more experience). Projectile Rifle Barrels require 31 units of Steel and 15 units of Metal (or 46 Steel total) and they grant 94 exp. You will grind Projectile Rifle Barrels until Master Weaponsmith.

This method is most widely used, out of convenience. They only use one resource (Steel) and they grant the highest amount of experience for only one type of resource. Saves you the time from hunting down five different resources at once, as well as cuts down on your clicking time. Ideal for Holo-grinders and Beginner Smiths.

[*]The Alternate Barrel Grind

The alternate barrel grind simply replaces "Projectile" barrels in favor of "Blaster" barrels. Blaster barrels give slightly more experience, but they use two different resources. You would start with Blaster-Pistol Barrels at Novice, which require 27 Metal and 1 Gemstone and grant 60 experience. Then you skill up to Firearms I and grind Blaster-Rifle Barrels until reaching Master Weaponsmith. Blaster-Rifle Barrels require 53 Metal and 5 Crystalline Gemstone, and grant 115 exp.

This method is ideal for those who are packing a lot of extra Crystalline Gems or don't mind harvesting extra resources.

[*]The Melee Grind

The Melee Grind starts with Projectile Pistol Barrels again at Novice, but instead of skilling up to Intermediate Firearms Crafting, you choose Intermediate Melee Weapons Crafting, which grants you the schematic for the Two-Handed Axe. The Two-Handed Axe requires 35 Iron, 25 Wood and 8 Steel, and grants 136 exp.

This method is good for those who are packing a lot of spare resources or just tire of seeing their experience bar raise so slowly.

In-Game Macros

One of the most difficult parts of setting up your own macro is finding your schematic numbers, as they are used in this command:

/selectDraftSchematic 00

Where 00 represents the number of the schematic. It is different for everyone. My Projectile Rifle Barrel schematic number may be 12, while Joe Bob's is 25. You will have to type this command over and over with different numbers until you find *your* numbers that open the proper schematics in your crafting tool! Once that's over, then you can set up your macros.

Onto the actual macro. This guide was written by one of our community members, unique100:


--------------------------------------------------------------------------------
Okay, to do this you will be using the top row of F1 - F12 keys in the "first set" of your toolbar quickslots. Very important to make sure it is the "first set" or it will not work.
You will have to make 3 macros. Pick a name for the macros. I used 'wsmacro1' 'wsmacro2' 'dump'. You can use whatever you like.

Open the abilities window (Ctrl-A on default keymap) then hit the Macro tab. Hit New Macro and give it a name. Then pick an icon for the macro. The icons mean nothing, they are just there to use as a pic to put in the toolbar quickslot.

Write this macro in the box:


/ui action toolbarSlot03;
/selectDraftSchematic 00; (This number will be different for you!)
/pause 5; (This is where you double click to put in resources)
/nextcraftingstage; (Replace "/nextcraftingstage;" with just "/next;" if you have problems)
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot04;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot05;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot06;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot01; (This loops the macro)

Review the macro to make sure there are no typoes. Then hit 'OK' to save the macro. Now hit "New Macro" again, give it a name and pick an icon (different one)

Then write this macro:

/ui action toolbarSlot07;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot08;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot09;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot10;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot11;
/selectDraftSchematic 00;
/pause 5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype practice no item;
/createprototype practice no item;
/pause 1;
/ui action toolbarSlot00; (This loops back to the first macro, making an endless loop.)
Save it. Now this is a endless macro so you will need a way to stop it.

Write this macro pick and icon and save it:

/dump (This will stop your macro, use it when you need to stop.)

Ok now put Macro #1 in your F1 toolbar slot Macro #2 in F2 toolbar slot. Put the end macro in F3 toolbar slot.

You will need 8 crafting stations now. Put the crafting stations in F5, F6, F7, F8, F9, F10, F11, F12 toolbar slots. Now try the macro!

You can make this faster by changing the pause ( /pause 5; ) to 3 or 4 seconds. *CAUTION* Using the 3 second pause is really hard, you will not be able to take your eyes off the screen. It is really fast and it can burn you out quickly.

I was using this to make metal staffs, but you can use this to make about anything.

The /pause is the time the macro stops for you to load the resorces in the crafting station. Select Draft Schematic number can be found by useing Ctrl-D to open your Datapad, then hitting the Data tab. Count the number of schematics in the Datapad left-to-right, top-to-bottom. I counted down and 57 was the number where my Metal Staff schematic was.


--------------------------------------------------------------------------------



Note: This is not an AFK macro, you must be at the keyboard to use this macro. Everything is automatic except for the selection of resources, you have to be there to double-click your resources so they go into the proper slots. You do this at the /pause 5 intermission. Additionally, this macro automatically turns Practice Mode on, so don't use it if you wish to keep the items you craft. Lastly, crafting macros do NOT mesh with lag. It is not recommended you attempt to use macros in laggy situations. If the area you are in is having trouble, try a vacated planet like Rori or Talus to craft.

Note #2: If you are using a macro near a crafting station, add an extra /nextcraftingstage; command after every set of /nextcraftingstage commands.

Chapter 3: The Biz

You're well on your way to Master Weaponsmith, here are some tips to help you along the way.

[*]Resources

Firearms across the board are dependent on Conductivity and Overall Quality. If you wish to craft guns, you will need to seek out metals with high numbers in these two stats. Melee weapons across the board are dependent on Shock Resistance. Subcomponents, however, vary in what stats they require. You can find what stats every item requires by selecting the schematic in your datapad and browsing through the item information. Alternatively, you can check through various SWG fansites to find schematic listings with detailed information.

Qualities that schematics call for are proportional. Some may list "66% Conductivity, 33% Shock Resistance". This means that Conductivity is going to have a slightly larger effect than your Shock Resistance. So if you have a metal with say, 600 Conductivity and 300 Shock Resistance to use on this item, it would be better than a metal that had 550 Conductivity and 350 Shock Resistance.

If your item calls for 100% Conductivity, the only stat you have to worry about is Conductivity. Every other stat could be 1 and it will not have any affect on the outcome of your item. You should only worry about Conductivity.

It is highly recommended that you begin hunting for resources the second you have enough funding and harvesters to support it. It will do you no good to grind to Master Weaponsmith if you have no materials to make Advanced Components, and your weapons are 30 damage less than every other gun you see. So take the time to focus on gathering important resources along the way.

[*]Locating Resources

Resources shift roughly every week, though not all at the same time. Some resources leave as early as 4 days, some as late as 14. Sometimes your planet may go a day without Radioactive while the resources shift. It's a very frustrating process that takes awhile to adapt to. When you open your Survey Tool, it lists every single resource on the planet. You do not have to find their names, the Survey Tool doesn't try to hide resources from you. If it's listed there, it's on the planet. When a resource "shifts out", that means you can no longer harvest it, it has left the planet forever.

Resources are different on every server. No two servers will have identical resources. Bria may have some 999 OQ Copper in shift this week, while Ahazi is stuck with 23 OQ Copper at best. Additionally, your planets can have different resources. Certain resources appear on nearly every planet. Others may only appear on one planet. Some resources may appear on one planet, and then that same resource may slowly appear on another three days later. But just because you see an uber Steel on Naboo doesn't mean it's going to be on Tatooine as well.

Additionally, more prized resources tend to spawn on more hard-to-reach planets. For example, the best Kammris, Doonium and Plumbum Iron I have ever had have all spawned on challenge planets. Do not neglect challenge planets, as they may have hidden treasure.

The ultimate, accurate, always up-to-date, Real-Time Resource Tracker is your Survey Tool. There are many Real-Time Resource Trackers published on SWG fansites, like SWGCraft. These trackers are all player-submitted data and they tend to miss a good portion of resources that spawn, especially important ones on Challenge Planets. Moreover, these sites tend to be a few days late in reporting resources that just spawned -- or marking resources that have shifted out and no longer exist. It is recommended that you use sites like SWGCraft as cross-reference information, but you should not use it as your only guide.

[*]What To Sell

You're tired of running Survey Missions -- you want some extra fundage. Well, I'm going to tell you right now that the only thing harder than the grind is getting customers. Do not plan on being able to make any money off of guns until at least Master, you'll die trying. The Weaponsmith economy is overloaded. It is going to nearly kill you to try to bring in customers. That said, here's some suggestions to get your foot in the door.

Weapon Powerups: Always in-demand, always useful and rather easy to make, resource-wise. You'll need the highest OQ Metal and Chemical you can find, Master Artisan and an Equipment Factory. Powerups are an Artisan item, so they are based off of Artisan Experimentation, not Weaponsmith Experimentation, which is why you should get Master Artisan. Make schematics, run off a ton of power-ups in your factory and slap them on the vendor.

Weapon Upgrade Kits: Also fairly in-demand, they are required to slice items. These are not dependent on quality or experimentation, and Smugglers buy 'em by the crate.

Grenades: Grenades are in amazingly high demand, especially when marketed well. Even smiths with only Techniques IV can make Grenades worth buying. Master Weaponsmiths hate making Grenades, they're a huge nuisance and take up a lot of precious factory time. So take advantage of that!

Other Munitions: Charged-based Heavy Weapons also fall into the grenade category: Somewhat high-demand and most Masters won't bother with them. The downside is that they are a hell of a lot harder to make. One Heavy Particle Beam Cannon might just bankrupt you before you finish crafting it, so be advised.

[*]Marketing

Knowing what to sell is only half the battle. Now you need to know who to sell it to and how to get them to know you have stuff for sale!

Firstly, my personal secret weapon is the mailing list. This is how I manage my mailing list:

Step 1: Place a CDEF on my vendor, named "Read me!" In the Sale Description, write "E-mail me if you want to be placed on my mailing list! You'll receive immediate updates about my stock and their stats the second it goes up on the shelves!"

Step 2: Start putting these people on your mailing list by using your Friends list. /addfriend [person], and then put them into a group, say "Customers". Keep your "real" friends into a separate group, named "Friends", that way they won't get your silly Weapons spam.

Step 3: Send out your first e-mail to your mailing list. Open your Community Tab (Ctrl-J) and select Friends. Sort by "Group", that way your real "Friends" are out of the way. Use Shift-Select to select everyone in your "Customer" group. Then click the "Mail" button. Neat! All of your customers are automatically typed in the TO: field for you.

Personally, my average e-mail to my customers looks like this:



--------------------------------------------------------------------------------
In Stock 12/24/03!

Just letting you all know, I've restocked 50 sliced Republic Blasters, 50 sliced Flamethrowers and 50 sliced LLCs. I hope you're all enjoying your holidays!

Base Stats --

LLC: 500-1000 1.0

Republic Blaster: 200-400 1.0

Flamethrower: 600-2000 1.0

Cheers!


--------------------------------------------------------------------------------


Customers eat this stuff up. They love getting mail and they love being able to know what's on the vendor before heading all the way out there. Only downside is, your friends list can get sort of crowded. (I have like, 300+ people on it from my mailing list.) But I think that's a good sacrifice to make.

Secondly, the more well-known-and-less-of-a-secret weapon: Planetary Map Campaign. You MUST MUST MUST get Advertising III and get the Planetary Map Campaign. Nobody's going to know about your vendor if it's out in a field in the middle of nowhere. But if they can see it right on the map, they'll be able to know about you! Even better, find a public Player City to join, especially one with a shuttle port.

Lastly, if worst comes to worse, you can go by the ol' defaults: Shout spamming and Bazaar advertising. It's not the most glamorous advertising campaign, but everybody had to resort to these measures at some point. Bring a crate of your best Powerups to the Starport and shout-sell them. Tell your buyers that they can find even more at your shop. Use the search feature to look up Marksmen and send them waypoints to your shop. Craft a CDEF, name it "Joe's Weapons -3000, 4000" and stick it on the Bazaar for 3000 credits. Some find these methods of advertising distasteful, but they work.

Pricing

Economics 101: Supply and Demand. That's all you need to know. There are no "set prices" for weapons across all servers, asking us at the forums is going to do no good. Your best bet is to send a few tells to friendly Weaponsmiths on your own server and go from there. If your guns sell too quickly, price higher. If they sell too slowly, price lower. Simple as that.

Now Sliced Pricing is a bit different. Personally, my formula for sliced weapons is as such:

For slices under 30%, I price them by second digit x 1000.

29% slice = 9000 markup. 25% slice = 5000 markup. 22% slice = 2000 markup. Anything sub-20%, you likely won't be able to get sold unless you discount it.

For any slice 30% and above, I have a different formula. 30% slices are double base-price. So if I sell unsliced LLCs for 20k, a 30% damage sliced LLC would be 40k. I add a 2k credit markup for 31-33% slices, so a 31% damage sliced LLC would be 42000 and a 32% damage sliced LLC would be 44000, etc. For 34-35% slices, they are triple base price: The LLC would be 60000 for a 34% slice and 62000 for a 35% slice.

You can feel free to adjust the formula to suit your needs. This is just the one that works well for me.

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Tue May 13, 2008 4:39 am
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Post Re: SWG Profession Guide - Weaponsmith
The Slackers guide to making Master Weaponsmith by building 1,779 weapons.
By Vamix

If you’re like me and grinding makes you sick, or if you’re just sick of grinding, this is the guide for you! Now, if you LIKE grinding 100,000 barrels* to make Master Weaponsmith by all means please do so. However if you like to have time to pet your dog and walk your wife, or maybe the other way around, then read on.

To get started let's look at the experience point (XP) layout for Weaponsmith. The total XP is 896,000, this comes from 4 rows of skills that cost 224,000 per row. Before you strat I would recommend you acquaint yourself with any of the fine Marco’s that are out there. This guide is not about making Macros EXCEPT, that to follow most of it, you will need to have your Macro set up to work near a crafting station. For most of the Marco’s all this entails is adding a third “nextcraftingstage;” statement to the command list.

What you’re going to do is make Master and never even see a barrel. To do this you start out grinding up some Metal Staves. You’re going to need 35,000 XP, since each one produces 88 XP, using practice mode, you’ll have to make a total of 398 of them. Each Metal Staff needs 42 of any metal so have 16,716 units of metal on hand to do this stage. (42*398=16,716)

Well, 35,000 XP down and only 861,000 XP to go.

Now you have your first 35,000 Weapon XP what do you do with it? I would suggest you invest it in Intermediate Munitions. This will allow you to craft Medium Warheads for 178 XP each, again in practice mode. You’ll be looking at building 49,000 XP to get to the next step, so that’s a total of 276 medium warheads. To get that 178 per, you’re going to need a bit of a laundry list, which looks like this:

20 metal any * 276 = 5,520 metal
20 Steel * 276 = 5,520 steel
30 gas any reactive * 276 = 8,280 gas
10 Radioactive * 276 = 2,760 radioactive
5 Polymer * 276 =1,380 polymer
85 total per medium warhead. 23,460 total resource units.

GREAT! 84,000 XP and 674 weapons down, only 812,000 XP and 1,105 weapons to go.

Here is how I got that 812,000 and all I had to craft were 1,105 more weapons. Frankly 100,000 clicks* to make the barrels would have killed an old man like me, so this is a much saner alternative, though it can be expensive. Hey, I said it was the slackers guide, I never mentioned anything about credits.

Invest your 49,000 XP in Advanced Munitions, so you can build Heavy Warheads. Each Heavy Warhead is worth 735 XP, using practice mode, and if you divide 812,000 by 735 you get 1,104.76 or 1, 105. Here is the load out your going to need to make Heavy Warheads.
* 160 metal any * 1,105=176,800 any metal (changed from steel to metal)
20 metal any * 1,105=22,100 metal
40 Thoranium steel * 1,105=44,200 Thoranium
80 Skevon gas * 1,105=88,400 Skevon
50 Radioactive * 1,105=55,250 Radioactive
10 Polymer * 1,105=11,050 Polymer
10 Hydron-3 Inert Gas * 1,105=11,050 Hydron-3
370 resource units * 1,105= Total 408,850 resource units.

This is where the one screwball thing about Heavy Warheads comes up; they only give 735XP on 370 resource units, in practice mode. They should give 777 XP, 740 + 5%, but instead they give 700 XP + 5%. My best guess is that the game is not counting the 20 any metal you have to add in. This would make it 350 resource units * 2 = 700 + 5% =735. But it could just as easily be skipping the Poly and Hydron, or who knows what. Personally I don’t care, because I can make 1,105 Heavy Warheads, I can not make around 100,000 barrels.

That's it, you have now built 1,779 weapons, and all you have to do is invest 620 apprentice points to claim your Master's title.

One last note, using the current Macro’s I’m running 8 builds per minute, times 735 XP per build is 5,880 XP per minute or 352,800 XP per hour, that’s with my Macro set to a nice leisurely slacker rate of /pause 7; . I’m sure a lot of you more ambitious types can better that. Of course you hit the cap pretty fast and fairly often so you need a Master Weaponsmith standing by to train you every 20 minutes or so. My actual rate is a good bit lower then that, as I tend to stop and pet my wife and walk my dog, or is that the other way around?

Civilization was built by some guy just trying to get out of doing so much work. (A paraphrase of a saying by Lazarus Long)

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Tue May 13, 2008 4:41 am
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Post Re: SWG Profession Guide - Weaponsmith
Krayt Tissue FAQ
By Xieflow

maybe this might reduce board clutter, as krayt tissue questions seem to be very prevalent among non-WS, and maybe a little FAQ that could be bumped whenever a krayt question comes up could help. Also, to weaponsmiths that get asked Krayt questions in-game. Perhaps you could copy and past this and e-mail it to your client with the question.

Also, I'm not claiming to be the "krayt expert", I'm just trying to help out. Chances are this won't be perfect, but it will hopefully help out. If I have any numbers wrong or anything, please post what they should be. (I'm just using SWGcraft right now for info, I'm not in-game at my tool, which is a couple planets away from my location anyways. I don't bring my crafting stuff when I go hunting)

First question always asked : "Can I use krayt tissues in ______ ", which is quickly followed by "How many do I need?" : Here's a list of weapons they can be put in.

Acid Stream Launcher : 6
Flamethrower : 5
Heavy Acid Rifle : 5
Rocket Launcher : 5
Heavy Particle Beam Cannon : 6
Light Lightning Cannon : 5
Beam Rifle (*NO ONE* gets a cert for this in-game) : 5
Wookie Bowcaster : 3 (requires a Wookie Weaponsmith to make)

DH17 Carbine : 1
DH17 Short Carbine : 1
E11 Carbine : 1
Enhanced E11 Carbine : 1
Laser Carbine : 4
EE3 Carbine : 4
DXR6 Carbine : 6
Elite Carbine : 5

D18 Pistol : 1
DH17 Pistol : 1
Scatter Pistol : 1
DL44 Pistol : 1
DL44 Metal Pistol : 1
Scout Blaster : 1
Power5 Pistol : 3
SR Combat Pistol : 3
Republic Blaster : 3
Modified Republic Blaster : 3
DX2 Pistol : 5
Geonosian Sonic Blaster : 5

DXR6b Rifle : 6
E11 Rifle : 1
DLT20 Rifle : 1
DLT20a Rifle : 1
SG82 Rifle : 3
Laser Rifle : 4
T21 Rifle : 11
Jawa Ion Rifle : 6

Third question is : "Are my krayt tissues any good?" : Here's the answer taken from the Loot Guide in the stickies

Krayt Dragon Tissue
Found On: Juvenile/Canyon/Ancient Krayt Dragons
Location: Tatooine
Enhances: +30 (to 300) to Max Damage, -0.3 (to -2.0) to Speed

+30 is the common, low end. Anything over 100 to max damage is fairly rare, and is worth far more.

Fourth Question : "What will the difference be if I use this Krayt tissue?"

Here's what you do, look at the UNSLICED stats of the weapon you wanted krayted made by the WS you want to krayt your weapon. Then, simply add the max damage of the krayt tissue, and subtract the speed of the krayt tissue from the gun. So, if it's a 200 max damage Republic Blaster, and you had +50 to max krayt tissues, it'll be 250 max damage if there are no problems during experimentation.

Fifth Question : "Is it worth it to use my krayt tissue in _____?"

This all depends. Do you feel it's worth it? Lets say you want a krayt T21. This needs eleven tissues. If you have +30 max tissues, do you feel it worth be worth it to have one krayt T21, or, say, 11 E11 rifles, or one DXR6b Rifle and one Jawa Ion rifle?

And what about rocket launchers? Remember, you have so many shots, and it is gone.

Flamethrower? Say you have +50 max, -0.5 speed krayt tissues. 50 max damage on a flamethrower doesn't seem like much, but a flamethrower that shoots half a second faster is a big boost. Remember to watch both damage, and attack speed.

And to weaponsmiths with extra tissues looking to just make a few krayt weapons and sell them : It's all up to you. Toss those krayt weapons into whatever you feel comfortable with. Wanted to make a krayt SG-82 for some boosted cold damage? Because krayted SG-82s don't seem so common, you could probably make a good profit here. However, if you are unsure, krayt scatters only use 1 tissue, and are very popular.

Also, so more general krayt info :

A republic blaster uses 3 krayt tissues, minimum. However, if you have 5 krayt tissues, you can get 2 republic blasters. One tissue is used in making a "schematic", and you only need to make one schematic per set of IDENTICAL tissues.

Which is another point, you need krayt tissues with the exact same serial numbers for weapons that need more than one tissue.

And a few last thoughts : Lets say you do have a pile of identical tissues, maybe 6 or so. Now, you could use these in a weapon that requires exactly that many (6 with a DXR6 carbine), however, if you plan on slicing the weapon, and want a specific slice... it might be better to go with say 6 E11 Carbines, and boost your chances of getting that 35% damage (or 35% speed if that floats your boat) slice.

And remember "weapons aren't forever". So having 6 krayted E11 carbines will last far longer than 1 DXR6 carbine... however you won't have the acid damage which helps a lot in PvE.

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Tue May 13, 2008 4:47 am
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