Artisan Archive
Thread: Agock's Guide to Making and Selling Weapon Powerups (Reposted for all you new Artisans)
BARREL
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
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 (Ideal Range)
of Searing (Point Blank Penalty)
GRIP
Ergonomic (Ideal Range)
Fitted (Ideal Attack Bonus)
Hair-Triggered (Attack Speed)
Lightening (Special Move Mind Cost)
of Recoil-Deadening (Special Move Health Cost)
of Aiming (Minimum Damage)
of Reckoning (Wound Chance)
of Steadying (Max Range Penalty)
MUZZLE
Muffled (Special Move Mind Cost)
Polished (Wound Chance)
Scattering (Max Range Penalty)
Tuned (Maximum Damage)
of Flaring (Point Blank Penalty)
of Focusing (Max Range Penalty)
of Braking (Special Move Health Cost)
of Sighting (Minimum Damage)
SCOPE
Calibrated (Max Range Penalty)
Powered (Special Move Mind Cost)
Precision (Minimum Damage)
Ranged (Ideal Attack Bonus)
of Targetting (Attack Speed)
of Pin-Pointing (Wound Chance)
of Tracking (Special Move Action Cost)
STOCK
Anti-Jitter (Max Range Penalty)
Balanced (Ideal Range)
Reactive (Special Move Health Cost)
of Dissipation (Max Damage)
of Accuracy (Ideal Attack Bonus)
of Cushioning (Special Move Action Cost)
of Loading (Attack Speed)
MELEE
GENERIC MELEE
Balancing (Special Move Health Cost)
Barbing (Point Blank Penalty)
Compensating (Special Move Mind Cost)
Extending (Ideal Range)
of Control-Enhancement (Attack Speed)
of Accuracy (Ideal Attack Bonus)
of Precision (Minimum Damage)
of Wounding (Wound Chance)
of ??????? (Max Damage)
MINES
Mine Explosives Kit (complexity 14)
Concussion (Damage Radius)
Clustered (Maximum Damage)
Directional (Minimum Damage)
of Bomblet-Generating (Wound Chance)
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
Agock_Onie wrote:
.
Now here is gets tricky...
By experimenting each point one at a time, you have a change of adding a third, fourth, or even fifth stat modifier to the powerup. Be advised, ONLY SECONDARY STATS will ever be added, NEVER PRIMARY STATS. So in the case of the barrel, you COULD have a powerup that modifies the Health (primary)/Ideal Range (secondary)/Max Damage (secondary)/Mind (secondary). But it is impossible, with a barrel powerup, to modify the Health (primary)/Point Blank Penalty (primary)/Max Damage (secondary).
Also keep in mind, when adding additional stat modifiers, the experimentation gets a little strange. For example, using the barrel again, I have experimented up until I have a Health Primary of approx. 15-17% and a Max Damage Secondary of about 7%. I experiment another point and I get a third stat modifier of Ideal Range. From this point, any additional experimentation will INCREASE THE THIRD STAT to a maximum of 16.33% and the original secondary stat will stay a the 7.xx% it was at when the third stat came on board. Now my observation has be this. If additional stats come on, with the original secondary stat BELOW 10%, the third stat will increase to the maximum. If the third stat came of board with the secondary stat HIGHER than 10% the TERTIARY AND SECONDARY stat increase but NEITHER one will reach the 16.33% limit. So you end up with something like a 33.16%/12.5%/10.33% powerup. This may be preferred due the higher increase of the third stat, but it is rare and extremely hard to plan.
With fourth and fifth stat modifiers, I have not been able to determine the patterns there, so if you get one just keep experimenting away and hope for the best. One last thing to remember here, the name for a powerup is always designated by the Primary and Secondary stats even in a three stat powerup, so you not see a Ported Barrel of Concentration of Condensing. It would only be a Ported Barrel of Concentration. (this doesn't matter if you follow my tips later)
I still dont understand the more than 2 stats powerups way..
I seem to get them pretty often.. with 990 oq and 975 oq resources.
Heres one I made with 5 stats
Point Blank attack mod:32+
Attack Speed:16+
Max Damage:8+
Max Range attack mod:6+
Ideal Range attack mod:3+
Ne1 else can help me understand this?
May I include this in the Useful Postings Sticky?
Guru
It's random, but there are identifiable patterns. For example, when the secondary stat shows up and then gets "stuck" (at around 5-8%), you have a chance to get a new secondary modifier toshow up and go up to 16% while the first secondary modifier that showed up will stay stuck at 5-8%.
DaBarius wrote:
I still dont understand the more than 2 stats powerups way..
I seem to get them pretty often.. with 990 oq and 975 oq resources.
Heres one I made with 5 stats
Point Blank attack mod:32+
Attack Speed:16+
Max Damage:8+
Max Range attack mod:6+
Ideal Range attack mod:3+
Ne1 else can help me understand this?
Wait a second, 14 point master artisan? Do you know something I don't know? I thought the cap was 125 on artisan expermintation thus giving you 12 points where do you get the other 2?
Animi wrote:
Also, if you're14 point master artisan, you can actually use critical fails to your advantage. If you get a critical fail, your 14 experimenation points are probably enough to allow you to recover, and you may end up with a four or 5 stat powerup which looks something like what you set out above. You can get those without a critical failure during experimenation, but it is very rare and totally unpredictable.
Wakkoin wrote:
Wait a second, 14 point master artisan? Do you know something I don't know? I thought the cap was 125 on artisan expermintation thus giving you 12 points where do you get the other 2?
If your character is a human, you get a species bonus of +15 to artisan experimentation. 125 + 15 = 140 artisan experimenation, which equals 14 points. ![]()
It's very nice to have.
Agock_Onie wrote:By all means GuruGlad I could contribute
Done! Thanks
Guru
zonk1 wrote:
3. Can you make me a Max Damage/Min Damage Melee Powerup?
a. Nope. As you can see from the list, both Min and Max Damage a secondary stats. Now it may be possible to get, say, a Health/Max/Min but then you are looking at about a 16.33% Max and 8.XX% Min modifier.
Good thread.
The REAL key to making Superior Power-Ups is getting Critical Failures after the first Experimentation. If you cna pull this off you can throw some of the basic crafting concepts right out the door. For an example.
Advanced MELEE Power-Up
Min 14%
Max 18%
Mind 26%
I sale these on Flurry as PvP Special Power-Ups and they sell like hotcakes @ 10k per Crate (10)!! Yes, that's is 1k per Pup!!! Make the best or don't bother. Make something nobody else makes and you can actually see some decent profits.
BTW, waiting for the right Crit Failure can take hours.. and hours.. and hours..
why some one 1 star you i don't know...
GENERIC MELEE
Balancing (Special Move Health Cost)
Barbing (Point Blank Penalty)
Compensating (Special Move Mind Cost)
Extending (Ideal Range)
of Control-Enhancement (Attack Speed)
of Accuracy (Ideal Attack Bonus)
of Precision (Minimum Damage)
of Wounding (Wound Chance)
of ??????? (Max Damage) This is now Max Range Attack Mod !?