Artisan Archive

Thread: Meaning of Weapon Power-Up Names -- USEFUL!

Kromeboy
Sun Sep 21, 2003 5:43 am
#14

Great info post!



The Dude Abides
Leezord
Thu Sep 25, 2003 9:54 pm
#15

I spent almost 3 hours today (this is my first try) trying to get a good schematic for melee powerups. I've been told that people want max dmg 33%, min dmg 16%, and speed as the third stat, usually at 7-8%. I never managed to get one, or even come close to that formula.I am starting to believe someone fed me some BS and that no such melee powerup exists.


I was also told that you could never get more than 4 stats on a powerup, and even 4 was rare. I have one with 5 stats on it. I had 3 critical failures during experimentation though,and the highest stat of the 5 is like 16%, so it's worthless other than as a curiosity.


BTW this is an awesome post; thanks Neutral I had intended to ask about a dozen questions, but your tables answered most of them for me.

Flatfingers
Fri Sep 26, 2003 11:07 am
#16

It is possible -- just very, very unlikely.


First, you prettymuchhave to be making muzzles (most other powerups don't offer a max-dmg/min-dmg combination). Then it's a matter of grinding until two things happen simultaneously:



  • you get a powerup with the max-dmg/min-dmg combination

  • you don't get any results of less than "great success" during experimentation

I get the max-dmg/min-dmg combination maybe 1 out of every 20 crafting attempts now, and lately all of those have had at least one result less than "great success." If I were the suspicious type, I'd wonder if someone had tucked away a few lines of code to increase the chance of experimentation failure when you get a max-dmg/min-dmg combination on a powerup...


...but luckily I'm not the suspicious type.


Good luck!


--Flatfingers

Klaus1138
Thu Oct 02, 2003 6:36 pm
#17

I got a muzzle wit h5 attributes: Max Dam 27%, Min Dam 5.6%, Point Blank Attack Mod 13.69%, Max Rng Atk Mod 7.9%, and Health Cost 7.92% Actually didnt take long grinding for this one, and very useful as the max dam is so high. Just wish i wasnt on my last 11 units of an out dated Carbonate ore, or i woulda made a factory to crank these suckers out. I routinely get maxed out Max/Min dam (31%/15%) that sell like hotcakes. It seems that it is all in the Resources.
Bad_Bad_Leroy
Fri Oct 03, 2003 7:18 am
#18






Neutral wrote:

...

I think the best combination must be: Hair-Trigger Grip of Aiming - Speed and Min Damage boosts!

...
~ Neutral




Great post...one thing though


Percent for percent, +max damage is better.


Weapon does 25-75 damage, average of 50 damage per shot.


With +20% Min damage powerup, it does 30-75, or 52.5 average damage.


With +20%Max damage powerup, it does 25-90, or 57.5 average damage.


Since Max damage was higher to begin with, the 20% is worth more than it would be on min damage.







Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
anja
Fri Oct 03, 2003 10:24 am
#19

You can't get a max/min on a melee. Best you can come up with is HAM for the primary and max for the secondary.





(//)® R3VOLUTIONTECHNICA ®
sales/dropoff:
greybarr's island.coronet.ahazi [ 1075 -4215 ]
est 2003

Profession under construction.

DeejZozzle
Fri Oct 03, 2003 11:25 am
#20

Can you get a primary speed on a melee? Or will speed only show up secondary?



_________________________________________________

Deej Zozzle -Master Artisan, Master Architect, Master Merchant
Ssrogg Grolsch - Slicer, CH
Master Weapons and Structures @ S Coronet Beaches -339 -5932
ArchitectureWeaponsmithingPowerupsAdventure
Vaedross
Fri Oct 03, 2003 11:59 am
#21

I've started making more melee and grenade powerups.

I've never seen max damage or speed as a primary (+33) powerup value.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
DeejZozzle
Fri Oct 03, 2003 1:08 pm
#22

Then I guess I'll stop wasting 6 mineral and 4 chemical over and over again to get that "elusive" melee 31% speed schematic



_________________________________________________

Deej Zozzle -Master Artisan, Master Architect, Master Merchant
Ssrogg Grolsch - Slicer, CH
Master Weapons and Structures @ S Coronet Beaches -339 -5932
ArchitectureWeaponsmithingPowerupsAdventure
Propolis
Thu Dec 18, 2003 2:01 am
#23

Digging this thread out of retirement - if there is a better thread nowadays, please point me to it...


Here are some melee weapon kits I made tonight, you can extrapolate the major/minor stats.


1. Point Blank Attack Mod +33, Ideal Range Attack Mod +16
2. Health Cost 33%, MaxDam 16%, MinDam 8%
3. Pup wpn attack cost action32%, Attack speed 16%, MaxDam 8%
4. Point Blank Attack Mod 33%, MINDam 16%, Attack speed 6%
5. Mind cost 33%, Max Dam 16%, Wound Chance 6%
6. Health cost 33%, Ideal Range Attack Mod 16%
7. Point Blank Attack Mod 33%, Max Range Attack Mod 16%, Ideal Range Attack Mod 4%
8. Ideal Range 33%, Ideal Range Attack Mod 16% (this might be **edit** good, depends on how implemented)
9. Mind Cost 33%, Min Damage 16%, Max Range Attack Mod 8%
10. Health cost 33%, Min Damage 16%, Wound 6%
11. Ideal Range 33%, Attack Speed 16%
12. Pup wpn attack cost action 32%, Max dam 16%, Max Range Attack Mod 8%, Min Dam 6%
13. Health cost 33%, Speed 16%, Wound 8%
14. Ideal Range 33%, Max Damage 16%
15. Health Cost 33%, Min Dam 16%, Speed 8%


Questions -


Do melee weapons HAVE ranges? If so, what is the difference between "Ideal Range" and "Ideal Range Attack Mod"


- My guess would be that the "Ideal Range" Flattens out the best range of the weapon. If point blank were 1,2,3 Ideal were 4,5,6,7 and max range was 8,9,10 - I would expect "Ideal range" to make it whatever % bigger. so maybe now you have point blank at 1,2 Ideal at 3,4,5,6,7,8 and max range at 9,10. THIS IS A GUESS.


Pup wpn attk cost action - I heard that this makes a weapon use more action instead of other pools. example - If an attack used 100 out of all three pools, and you had a weapon with 33% Pup wpn attk cot action - it would now cost you 66 health, 166 action, and 66 mind. Can anyone verify this?




Propolis,
Retired Character.
Contact Goa'uld in game, or GoaOld on these boards.
Neutral
Wed Dec 31, 2003 12:26 pm
#24

Good questions! Can anyone answer them?





*The Pistoleer FAQ 2.1*

Goethe Sanskra
New Acropolis, Naboo (VALCYN)
Haruspex77
Wed Dec 31, 2003 3:13 pm
#25

Some side points on optimal powerups:


Speed on a powerup makes the powerup get used up faster, and damages the weapon more, due to the higher rate of fire. A 33% speed increase will let a speed 3 weapon fire 30 times a minute instead of only 20, so the powerup will only last for 3min 30sec of combat instead of 5 minutes.


Also, for higher level characters, a good weapon may already be approaching the speed cap with your skill bonus, so speed from the powerup could do nothing.


Max/Min damage is always good.


The most critical combat is always going to be at Point Blank range whatever your weapon. That's when you are most likely to get killed if you can't dispatch your enemy. PB mod is a good third choice.


If you have a particular HAM problem, it is likely to be hard to find your perfect powerup without a special order. Expect delivery to take a while for the experimentation.


Good powerups are often not cheap, even though they don't use many resources. It takes good resources and experimentation time to make them, only one out of 20 will have that ideal stat combination. But don't count on high price as assurance of quality, either examine the actual stats yourself, or buy an established brand.


Kimco
Wed Dec 31, 2003 3:22 pm
#26

Great post!



Helping nature with it's Natural Selection.
Page 2 of 3