Artisan Archive

Thread: New Powerups on TC-5 *listing and test results*

UmmonPrime
Fri Apr 01, 2005 2:06 pm
#1


Reread post and what I wrote was untrue..... sorry about the diservice for those that did read this.

Message Edited by UmmonPrime on 04-01-2005 03:07 PM



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Egna_Dragonn
Fri Apr 01, 2005 2:08 pm
#2

You should note that the speed stats are reversed in the crafting window, and examining the powerups (i.e. speed mod is positive when it should be negative and vice versa) However, this is a display issue only, as the speed mods apply correctly to the weapon when the powerup is applied. Just thought folks might like to know. This was current info as of 4/1 a.m. may be fixed now.

-Egna
Star_Ranger
Fri Apr 01, 2005 2:20 pm
#3

I have done some more tests using the 897OQ Fiberplast and some copper for conductivity (CD736, OQ472) instead of PE I experimented up Effectiveness:


Damage mod +%20.2 (67% exp)
Attack Speed mod +%15.72 (21% exp)


This raised the damage on my CDEF Pistol +5 but lowered the speed by .3; the CDEF DPS went from 19.0 to 18.6



So, I found some better Copper (CD899, OQ908)


Damage mod +%27.05 (90% exp)
Attack Speed mod +%25.2 (5% exp)


+6 to damage -.5 to speed DPS dropped to 17.6. Appearantly you have to decide how inefficient you want to get (remember action cost are not as much the slower you get).



So I poured my points into effeciency first and let the remainder into effect:


Damage mod +%20.4 (67% exp)
Attack Speed mod +%14.11 (30% exp)


+5 damage -.3 speed DPS 18.8



I will see if I can find some high PE/OQ Radioactive and throw up the results to campare.






}=T==[)

-Corbin Lancer (Engineer / Scoundrel)


}=T==[)
Animi
Fri Apr 01, 2005 2:45 pm
#4

So not only is my suspicion confirmed that the reduction in speed cancels out the increase in damage, but your tests show that it actually MAKES THE DPS WORSE.


That's why you shouldn't make speed and damage opposing pairs. Same thing happens on someshipwright components (shields, etc.).



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Star_Ranger
Fri Apr 01, 2005 7:59 pm
#5

Well further testing shows that fiberplast does not make a good chemical for powerups any more. I tried a liquid petrochem and have had much better results.


Using Copper (CD899, OQ908) andclass 1 liquid petro (PE917, OQ250) I got these results with 11 experimentation points:


Damage mod +%15.2 (50% exp)
Attack Speed mod +%4.27 (71% exp)


+3 damage -.1 speed DPS 19.7 (up from 19.0)



Using Radioactive (PE856, OQ800) and the liquid petro did not come out too well:


Damage mod +%6.04 (19% exp)
Attack Speed mod +%1.39 (76% exp)


+1 damage -.03 speed DPS 19.2



Seems you need the conductivity stat in there and the PE as well to make some decent ones. Remember the PE requirement may be a bug.


I also made a grip for speed that turned out nice:


Tactical Grip
Accuracy mod -8 (71% exp)
Attack speed mod-15.2% (50% exp)


Got the same pistol down to 1.7 speed and over 22 DPS with -8 to accuracy. We will have to see how accuracy mods affect combat.







}=T==[)

-Corbin Lancer (Engineer / Scoundrel)


}=T==[)
MeciniaLua
Fri Apr 01, 2005 11:29 pm
#6

Why did they make stats based on stats such as Conductivity ( which chemical don't have ) and Potential Energy ( which as far as my sleepy self can recall neither minerals nor chemicals have....though I'm trying to think it radiaoactive is a mineral....)



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Star_Ranger
Sat Apr 02, 2005 1:35 am
#7


Here is the data I have collected so far on TC-5 so far:


All power ups now use conductivity and potential energy to determine stats. All still uses 6 Mineral and 4 Chemical to create.


Exp Effectiveness - (positive effect)

Conductivity 66%
Overall Quality 33%

Exp Efficiency - (negative effect)

Overall Quality 33%
Potential Energy 66%




Ranged Powerups: (+ Better, - worse) Gained at: andComplexity


Burst Focusing Muzzle (+Wounds, -Action costs) Eng-I 14
High Powered Barrel (+Damage, -Speed) Novice 5
Reinforced Stock (+Action costs, -Accuracy) Eng-IV 14
Tactical Grip (+Speed, -Accuracy) Novice 9
Tactical Scope (+Accuracy, -Speed) Eng-II 9
Tuning Coupler (+Elemental Damage, -Normal Damage) Eng-I 5


Melee Powerups: (+ Better, - worse)


Elemental Dispersal Tuning Kit (+Elemental Damage, -Normal Damage) Novice 9
Hilt Reinforcement Kit (+Action costs, -Accuracy) Eng-I 14
Inertial Fluctuator Kit (+Damage, -Speed) Eng-I 5
Surface Serration Kit (+Wounds, -Action costs) Eng-II 5
Tactical Grip Kit (+Speed, -Accuracy) Eng-II 14
Weight Balancing Kit (+Accuracy, -Speed) Novice 9





I made a barrel with OQ825 PE668 Radioactive and 897OQ Fiberplast and got:

Uses left: 100
Damage mod +%1.93 (5% exp)
Attack Speed mod +%1.55 (18% exp)


I experimented down eff and got some strange results:

Damage mod +%4.01 (12% exp)
Attack Speed mod +%1.07 (72% exp)


One I experimented up Effectiveness:

Damage mod +%8.75 (28% exp)
Attack Speed mod +%2.78 (67% exp)


When you experiment up effectivenes, efficiency gets worse as well. I currently have 10 exp point on TC. I will run some more tests and see what else comes up. This seems to benefit 14 point artisans the most. I'll have to play around with the combo's to see if some types are going to dominate over others.


Keep in mind that all of this is subject to change. Thoughts?


Edited in skill box gained at and complexity.


Message Edited by Star_Ranger on 04-02-2005 01:00 PM




}=T==[)

-Corbin Lancer (Engineer / Scoundrel)


}=T==[)
Animi
Sat Apr 02, 2005 1:45 am
#8

Thanks for the info.


I'm sad to see they've made damage and speed opposing pairs. It seems to me that increasing one at the expense of the other negates the benefit of the powerup altogether.


We'll have to see what the DPS numbers are with that type of powerup equipped and unequipped.



Trost Bemin Profession Undecided
Tsort Nimeb Munitions Trader Extraordinaire
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- Bemin Industries Armor - On Sale Now!
- How to Fix the NGE
Animi
Sat Apr 02, 2005 1:49 am
#9

I'm also sad to see the introduction of PE into the mix. Many, many minerals don't have a PE rating at all. Then again, most chemicals don't haveCD.


I guess the best results would be from getting a mineral with high OQ/CD and a chemical with high OQ/PE?



Trost Bemin Profession Undecided
Tsort Nimeb Munitions Trader Extraordinaire
- Back with a Vengeance. (1) (2) (3)
- Bemin Industries Armor - On Sale Now!
- How to Fix the NGE
Star_Ranger
Sat Apr 02, 2005 9:01 am
#10


I played around with some more with experimenting on Efficiency first or Effect first. Since I have 11 experimentation points I just did 7 on the first trait and the remaining 4 on the next trait. Here are the results with the final DPS in () the weapon has a DPS of 19.0 by default:


Grip - Effic 7/4 (22.4)
71% Acc -8
50% Speed -15.2%


Grip - Effect 7/4 (24.2)
50% Acc -20
71% Speed -21.43%



Barrel - Effic 7/4 (19.7)
71% Speed +4.27%
50% Damage +15.2


Barrel - Effect 7/4 (19.5)
50% Speed +10.48%
71% Damage +21.43



Scope - Effic 7/4 (18.2)
71% Speed +4.27%
50% Acc +16


Scope - Effect 7/4 (17.2)
50% Speed +10.48%
71% Acc +22


It appears to be more efficient to experiment into Efficiency first. Ultimately it will probably boil down to what attribute is most desirable (Wounds, Damage, Cost, Speed, Accuracy, or Elemental Damage).


Next step is to play with food and make some Jawa Beer

Message Edited by Star_Ranger on 04-02-2005 11:01 AM




}=T==[)

-Corbin Lancer (Engineer / Scoundrel)


}=T==[)
Egna_Dragonn
Sat Apr 02, 2005 1:08 pm
#11






MeciniaLua wrote:

Why did they make stats based on stats such as Conductivity ( which chemical don't have ) and Potential Energy ( which as far as my sleepy self can recall neither minerals nor chemicals have....though I'm trying to think it radiaoactive is a mineral....)







Mecinia,


Under the pre-CU medic/doc system you had to deal with the PE requirement all the time. It can be a tough stat to work with, but not impossible. In fact, there are both minerals and chemicals that have this stat (solid petrochem & radioactive for minerals and liquid petrochem fuel for chemicals). Unfortunately in our case, you will not find a mineral that has both PE and CD, so you need to decide if you want the stat bonus based entirely off OQ, or if you want to compromise efficiency some by using a high CD/OQ mineral to get a better bonus. In reality this leads to a more involved and interesting crafting system for us, and should provide more variety in powerups to the combat players.


-Egna Dragonn, wanderer and Droid Engineer on Chilastra.


PS: Even if you don't agree with what I've said here, look on the bright side; under the new system you know what modifiers your powerup will affect even before you start crafting it. This has been a pain in our side since the beginning and we should be glad the Devs used the CU to make the powerup crafting less of a gamble.

Atan
Sat Apr 02, 2005 3:16 pm
#12

One thing that should be noted, weapons now do decay faster with an PuP




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JohnAdams
Sun Apr 03, 2005 4:48 am
#13

Really probably should have listed this under the stickied CU heading. We should try to keep stuff together. Having said that, I used Mythra copper and class 6 liquid petrol. Base assemble was 16% efficiency 25% effectiveness. I tried a few combos, but the barrel seemed to make the most sense (in terms of an explanation). Best result I got with efficiency was a +5% speed +16% damage (rounded down). When I experimented for damage only I got a +20 speed +26 damage (again rounded down). One of the real flaws here is that the efficiency line uses OQ and PE, but it totally discounts the PE line. Hence, efficiency will always lag effectiveness. Not sure if it's intended that way, but IMO, this will kill sales of powerups. No one will pay for something that gives them a 30% damage bonus at the expense of a 20%+ speed burden. Might as well take powerups out of the game. If you try to "balance" them that way, they become useless.



CrazyBob - grumpy old weaponsmith
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