Artisan Archive
Thread: Power-Ups Whats the best combination?
Whats the best selling power-up that you can make?
Max damage & Min damage muzzles seem one of the best to me.
Do the Action, Health & Mind cost ones sell well?
Speed/Min damage have been my best sellers. A few things to consider, fill up all the artisan skills that give you experimentation bonuses so you can get your primary over30%, these catch people's eyes and your power-up will sell better. But what's most important is finding your market. Find a place where there is a lot of battle, or a lot of hunting. Lot's of shooting means more sales. After all Power-ups expire after 100 uses. You will have to adjust your price to find your selling "sweet spot". One other important thing...ALWAYS have some of your product with you. For myself, I enjoy hunting as much as the next Rodain, so I go out and I carry plenty of my product with me. Again, lots of shooting means peoples powerups expire and they'll need to buy more. If I'm enjoying myself with the group I'm hunting with, I'll knock some of the price off my normal amount for the people I'm hunting with. It gets people familiar with my product and they likely will come directly to me as the groups form for a hunt in the future. If I'm selling someone a crate of one kind of power-up I'll throw in a free sample of another style of Power-up I sell. They might like it and again hopefully they will come to you when they see you in the future.
Happy Crafting
Nivlac
Anchient weapons and hokey religions are no replacement for a good blaster at your side kid
Uncle_Albert wrote:Whats the best selling power-up that you can make?
Max damage & Min damage muzzles seem one of the best to me.
Do the Action, Health & Mind cost ones sell well?
I would have to say that Speed + min is the most popular powerup, with max + min coming a close second. They both sell extremely well. Other than that, most other powerups do have players that will find them useful, but don't come close in sales to the first two powerups mentioned already.
Mad Hatter
That must take some doing to get them, yea ive had them before with 4 attsbut need to make 50-100 practice ones first.
xDiggerx wrote:
I am also able to get the two main attributes impacted, 33.16% and 16.24%...plus add an additional 8% and 8% to have 4 attributes.
Thus a popular powerup might be:
33% Attack Speed Increase/16% Min Damage Increase/8% Wound Chance Increase/8% Health Cost Reduction.
I have about 10 different 4 attribute combinations I sell regularly. They are very popular and if you get a few guild customers, who order 50-100 crates at a time, it can be very lucrative.
Yes, it takes a lot of practice schematics. I do 100+ per week just to get 5-10 that I want. You would think it makes more sense to just let us pick what combo we want, within reason......toss the options out there and let us decide what sells.
I am not sure what resources are available on other servers since I have mostly focused on our server forums, but I use 998 OQ Copper and 996 OQ Fiberplast.....this helps get more 4 attribute pu's also.
Anyone experiment with getting buffed up right before a crafting session to see if it helps? I had my stats boosted by a doctor buddy to over 2,000 for each of my HAM areas....but did not seem to help. I thought maybe I was on to something.....I guess I was already maxed out there.
xDiggerx
What skills are needed to make highend power-ups.
Do the experiment points come from the artisan line or weapon crafting?
Also is there any tricks other than combine, experiement, toss, repeat until you get a decent one?
Olek take a look at this post, has a nice wright up on what ones you can get.
http://dynamic6.gamespy.com/~swgcraft/forum/viewtopic.php?t=4384
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=33152
Arrrgh... we need a correspondant so things like that can be stickied.
MELEE WEAPON POWERUP
Generic Melee Weapon Kit (complexity 5)
+Balancing: Special Move Health Cost
+Barbing: Point Blank Penalty
+Compensating: Special Move Mind Cost
+Extending: Ideal Range
---of Control-Enhancement: Attack Speed
---of Precision: Minimum Damage
---of Steadying: Max Range Penalty
---of Wounding: Wound Chance
MINE POWERUP
Mine Explosives Kit (complexity 14)
+Concussion: Damage Radius
+Clustered: Maximum Damage
+Directional: Minimum Damage
---of Bomblet-Generating: Wound Chance
RANGE WEAPON POWERUP
Barrel (complexity 5)
+Ported: Special Move Health Cost
+Smoothed: Point Blank Penalty
+Taper-Bored: Wound Chance
---of Alignment: Ideal Attack Bonus
---of Concentration: Maximum Damage
---of Condensing: Ideal Range
---of Dampening: Special Move Mind Cost
Coupler (complexity 5)
+Hot-Wired: Maximum Damage
+Quick-Charge: Attack Speed
+Short-Circuited: Minimum Damage
+Tweaked: Special Move Action Cost
---of Compensation: Special Move Mind Cost
---of Overpowering: Point Blank Penalty
Grip (complexity 9)
+Ergonomic: Ideal Range
+Fitted: Ideal Attack Bonus
+Hair-Triggered: Attack Speed
+Lightening: Special Move Action Cost
---of Aiming: Minimum Damage
---of Recoil-Deadening: Special Move Health Cost
---of Reckoning: Wound Chance
---of Steadying: Max Range Penalty
Muzzle (complexity 14)
+Muffled: Special Move Mind Cost
+Polished: Wound Chance
+Scattering: Point Blank Penalty
+Tuned: Maximum Damage
---of Braking: Special Move Health Cost
---of Flaring: Point Blank Penalty
---of Focusing: Max Range Penalty
---of Sighting: Minimum Damage
Scope (complexity 9)
+Calibrated: Max Range Penalty
+Powered: Special Move Mind Cost
+Precision: Minimum Damage
+Ranged: Ideal Attack Bonus
---of Targeting: Attack Speed
---of Pin-Pointing: Wound Chance
---of Tracking: Special Move Action Cost
Stock (complexity 14)
+Anti-Jitter: Max Range Penalty
+Balanced: Ideal Range
+Reactive: Special Move Health Cost
---of Accuracy: Ideal Attack Bonus
---of Cushioning: Special Move Action Cost
---of Dissipation: Max Damage
---of Loading: Attack Speed
THROWN WEAPON POWERUP
Grenade Explosives Kit (complexity 14)
+Compress: Damage Radius
+Ionizing: Minimum Damage
---of Shearing: Wound Chance
Grenade Wiring Kit (complexity 9)
+Short-Fuse: Attack Speed
+Core-Alignment: Maximum Damage
---of Shrapnel: Wound Chance
What determines the number of experiment points. Artisan or weapon line? I think I have 6 pts with art. tech4.
Haven't gotten weapon tech1 yet to see if that increases.