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Re: Gunsmithing
Posted: 10 May 2014, 05:21
by Wendigo
If he was able to generate three 14 quality parts in the time since the update has been released... this thing is too easy.
Re: Gunsmithing
Posted: 10 May 2014, 06:03
by Blake
Nope. Max it would let Blake make (sword wise) was a quality 6 and that is with 20 strength, 14 Metalworking and 22 skill.
Re: Gunsmithing
Posted: 10 May 2014, 06:30
by Madison
What was the quality to begin with?
David stated you're only able to increase the quality of something 5 times. So you'd essentially be wasting your time if you have something really low quality to begin with.
I haven't had the energy to play around with this as I'm raiding but from the sounds of it, I'll just let the people who are doing it now do it since I'm not quite sure it's worth my time anymore >_>
Re: Gunsmithing
Posted: 10 May 2014, 12:42
by Mkvenner
You can't actually increase it that many times, though, is the thing. You get maybe a couple of improvements and then the thing always breaks at an 18% chance to break. Those chances don't seem to increase in any predictable or logical progression, but simply jump up seemingly at random and that makes things a little tricky to get done when you can't get anything better than, for me, a quality 6 component. And then on top of that you take a huge hit to ratings when you actually complete the weapons for no reason I can make out <.<
Also, and I mean no offence to the player here, but the idea of selling crafted weapons for relic prices is, frankly, laughable as it stands
Re: Gunsmithing
Posted: 10 May 2014, 12:47
by Roderic
I don't expect lots of xp. I mean look at crafting in general.
But I hope you can make better weapons then what Blake has made...in metal or gun making.
Otherwise, I don't think people are going to be hyped about this update.
Unless in the future there are more options, possibly.
Re: Gunsmithing
Posted: 10 May 2014, 14:43
by Mooncalf
Wendigo wrote:If he was able to generate three 14 quality parts in the time since the update has been released... this thing is too easy.
Yeah, that's the thinking behind it really.
But yeah, if you were using 14, 14, 14 parts, you'd be crafting a weapon with between 9, 9, 8 and 14, 15, 9 (which would be the hardest hitting weapon in the game) depending on your stats. I should probably mention that you can't craft unbreakable weapons just yet; you'll need enchanting to do that.
It is very harsh, and I agree with people on that, but we like to roll out updates conservatively, rather than nerfing them later if they turn out to be too easy.
Me and Natasha will read every post on this thread, play with it ourselves, and adjust as needed. I have Hellequin gunsmithing now, and I've nearly maxed out his required stats for that. I
have found the break chance to go against you more often than for you, but I've checked the code again and again and it turns out it's purely a matter of the RNG being evil. Plus, don't forget, if you have to increase a weapon 3 times to get it up to 11, and then the break chance is like 65%, you've already been lucky to get it up to 11 in the first place. The 65% break chance is for that roll alone. I've also found the energy consumption to be alarming and depressing, though, so there are definitely things we could tweak, and we will shortly.
Re: Gunsmithing
Posted: 10 May 2014, 14:53
by Mooncalf
Mkvenner wrote:You can't actually increase it that many times, though, is the thing. You get maybe a couple of improvements and then the thing always breaks at an 18% chance to break. Those chances don't seem to increase in any predictable or logical progression, but simply jump up seemingly at random and that makes things a little tricky to get done when you can't get anything better than, for me, a quality 6 component. And then on top of that you take a huge hit to ratings when you actually complete the weapons for no reason I can make out <.<
Also, and I mean no offence to the player here, but the idea of selling crafted weapons for relic prices is, frankly, laughable as it stands
No worries, I don't take offense with feedback.
I've been playing with it last night and this morning, and I got quality 11 and 12 parts. I broke like 10 parts to get those, but I did get them, and from merely shop-bought items.
The percentage of break chance increases based on a formula. It takes a combination of your stats and takes that figure away from the base break chance, which is 20 + (part quality * 10). So to improve a part 6 item to 7, the base break chance is 80%. Which is very high. But then you take away a combination of my stats, and if I had almost max crafting stats for that task, I'd be taking away 70% from that number, leaving only a 10% break chance. Then a random number between 1 and 100 is rolled, and if the number is less than the break chance number, the part breaks. I've run debug messages to make sure it's working properly.
As for the hit to weapon stats when you finish it, it's not massive if your stats are high. Say I was crafting a sword, and my strength was 20, my skill was 25 and my mechanics was 13, at worst I'd be losing a point on each area, and at best I'd be gaining 1 point on 1 or 2 areas. It takes the average, checks the weapon type you're making, and then adds or decreases from the base stat average of the parts used.
It is harsh, but I'll have to test it some more with Hellequin to see exactly how harsh.
Re: Gunsmithing
Posted: 10 May 2014, 14:57
by Mooncalf
Oh one other note I should add: the exp gain for part improvement is higher if you're improving better quality parts. It's the same with creating better statted weapons. As with all the other skills, you get more exp the higher stats and the harder the task.
Re: Gunsmithing
Posted: 10 May 2014, 15:10
by Wendigo
The thing about probabilities is that they're multiplicative. You might have a 75% chance to succeed on the first, a 70% on the second, 65% on the third, and so on... but the probability that you'll succeed on all three in a row is .75 * .70 * .65 = .34125 or 34.125%. When you're talking about five upgrades -- each needing to work -- you're talking about probabilities in the 11% range.
So, I'm really not surprised that people are breaking things. I'd be more surprised if people were actually successful.
Question: Does a Ring of Crafter's Instinct help with this at all?
Re: Gunsmithing
Posted: 10 May 2014, 15:30
by Mooncalf
Wendigo wrote:The thing about probabilities is that they're multiplicative. You might have a 75% chance to succeed on the first, a 70% on the second, 65% on the third, and so on... but the probability that you'll succeed on all three in a row is .75 * .70 * .65 = .34125 or 34.125%. When you're talking about five upgrades -- each needing to work -- you're talking about probabilities in the 11% range.
So, I'm really not surprised that people are breaking things. I'd be more surprised if people were actually successful.
Yeah that's what I was kinda trying to say and failed, lol. Because of that, your absolute best bet is finding weapons that are already 9, 9, 8 and breaking them down. Not saying that isn't too harsh, because it probably is.
Question: Does a Ring of Crafter's Instinct help with this at all?
No and I definitely need to change the description of that now to indicate it's only for crafting traps and gadgets. There will be relics that do similar things in the future, though.