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Important Changes to Weapon Crafting

Posted: 23 May 2014, 19:03
by Mooncalf
After testing it and taking feedback for a couple of weeks, we've further altered the weapon crafting system to make it much less harsh in many ways, while hopefully retaining the general rarity of very powerful crafted weapons.

Now, when you fail at improving a part, it will do one of two things:
A) (50% chance) downgrading by 1 quality point. This does not count towards your 5 improvements.
B) (50% chance) failure does nothing except for taking up one of your 5 improvement attempts for the part in question.

Weapon parts no longer break. However, to counterbalance this, the "failure" percentage (formerly "break" percentage) has been increased. Most will find the fail chance raised by around 10% across the board.

I've tested this new system quite a lot and can safely say that it is possible to use it to create 13, 13, 9 weapons, while remaining sufficiently hard to do so. Average skilled crafters will have equal difficulty creating a 10, 10, 9 weapon, but it is possible. In fact, it's now very feasible for really dedicated crafters to create 15, 15, 9 weapons (most powerful in the game), with much time, money and effort spent.

Lastly, assembling a weapon now takes 4 energy instead of 2. So breaking down a weapon costs 2, improving a part costs 1, and assembling costs 4.