Artisan Archive
Thread: Powerups Challenge to the DEVs and All Artisans
FWIW I run a big powerups vendor. Never less than 500 crates on there at any one time, all at a minimum of 32/16% stats etc. I don't try to get a third stat. If I do get one, great, but there's really no point in it most of the time. 8% is barely a scratch for most stats - particularly the HAM costs. It translates into a +0 or +1 modifier to them. I've run Max dmg/min dmg/health combo on my krayt republic blaster and the health stat is pointless there, and just as pointless on the krayt FWG5 too. Makes no difference at all. So if your only wanting to take schematics with 3 stats, you're really wasting your own time on making something that has zero effect in the end. I would highly encourage you to grab one of these powerups and grab a weapon and put it on there to see the effect. You'll see that third stat is almost alway negligable - maybe an increase of a point or two in the appropriate stat, but never anything huge. Think of a power hammer or other high-damage weapon. 5% on a min dmg stat of about 130 or so means +5 extra damage. In the end, that translates to almost nothing when it comes to hitting an object with the weapon.
When I make power-ups, I always use as many points at a time as possible, but routinely get the third stat with the final points. So I don't see why using 1 point at a time would make a difference. I see it as just more risky, as well as taking longer.
Sunakk wrote:
When I make power-ups, I always use as many points at a time as possible, but routinely get the third stat with the final points. So I don't see why using 1 point at a time would make a difference. I see it as just more risky, as well as taking longer.
I just tried it using the 1 point method, it works. Like the above poster said its riskier but when you make a good one you make a good one ![]()
I wont try to make powerups unless they have 4 modifiers now.
/agree
It would be nice to have some influence on the type of powerup you create, rather than the actual modifiers being random in nature. High quality powerups should still be rare, but a bit more control over the process would be a good thing.
Animi wrote:
Accordingly, I try to keep them stocked. When they are in stock, a 1000 unit run sells out in about 2-3 days.
Your prices are probably too low to support the effort required to make them. Don't beg for a nerf, just raise your prices 20% a weekuntil you are happy with the return. You will probably find that your gross sales (in credits) actually go up for a while, and your profits per hour invested will soar. When you firstfind that you are not having to research a new schematic quite asoften as you would like, then you have reached your ideal price point.
I like the current system, it means that really good powerups will usually be scarce enough to command a good price. Sure, there will be newbies selling them for a couple hundred credits every once in a while. But they will get bought up soon enough, and mine will sell for serious cash again.
I rarely see a dry spell of more than a couple of days. The newbies who got a lucky draw don't seem to come back once they sell out their first batch, and I don't begrudge them their quickharvester money.
What does irritate me are the fools that sell completely worthless powerups (2% on one stat). I am sure there are players out there that were completely turned off on powerups because their first experience was with one that did nothing for them. I am much happier to see good ones going cheap and generating new customers for me next week when the bargains are no longer available.
Ranged:
Max dmg/Min dmg
Mind/Min dmg
Action/Min dmg
Action/Speed
Speed/Min dmg
Melee:
Action/Speed
Action/Max dmg
HealthSpeed
Health/Max dmg
Mind/Speed
Mind/Max dmg
If you have that always in stock, you'll barely get a request of custom orders as it caters to every know weapon weakness out there.
If I make a powerup and nobody buys it, I'll usually end up being the one who uses it. I go through a lot of powerups this way...
so who are the 10-12 Master Artisan Powerup dealers that you know of with a name? just wondering. im sure it's not me because i've kept my business kinda limited to people who try to find it.
There is also something i found to be very interesting. I have come to the hypothesis that chances for a certain combination of mods are related to both the type of resources, as well as the other stats (not just OQ). I've noticed that if i use a lot of oil, i get lots of ideal ranged secondary mods with grips. and if i use a lot of fiberplast, i get more speed mods when in conjunction with copper. I have wanted to do some research into this, but have yet to get the urge to do so.