Artisan Archive
Thread: New Powerups on TC-5 *listing and test results*
Guruweaver
Sun Apr 03, 2005 7:22 am
#14
Thank you all for the detailed analysis.
Do you think the Powerups are working properly, with their new design?
Guru
Do you think the Powerups are working properly, with their new design?
Guru
Animi
Sun Apr 03, 2005 8:35 am
#15
Atan wrote:
One thing that should be noted, weapons now do decay faster with an PuP
Provide proof please.
Egna_Dragonn
Sun Apr 03, 2005 8:59 am
#16
Hey folks, Judging from the DPS numbers in the above posts, it looks like you were adding these Pup's to CDEF weapons. As CDEF weapon have intentionally close together stats, is there any chance someone can redo these test with a variety of weapons? You can get them from the frogs, you just can't equip the weapons, but you can apply a Pup to them in your inventory and examine. If guessing we have to remember how much weapons are changing in order to really understand the new Pup's. It's my guess that certain classes of weapons will benefit more from certain types of Pup's. Additionally, certain weapons within those classes will see more of hinderance from the balancing effect versus other weapons of the same classs. Just a quick thought that I wanted to pass on.
-Egna Dragonn
Atan
Sun Apr 03, 2005 9:26 am
#17
Animi wrote:
Atan wrote:
One thing that should be noted, weapons now do decay faster with an PuP
Provide proof please.
Ok, some number crunching:
I am a lvl 10 Marksman (3424) using 2 similar DLT20a (991 Condition)
I used only the standard ranged shot
Powerup:
+%11.04 Damage
+%1.9 Speed
Mission:
Difficulty 8 diseased bocatt lairs
Test with PuP:
Spawned Bocatts: 8
Shots fired: 77
Condition after test: 981/991
Test without PuP:
Spawned Bocatts: 6
Shots fired: 59
Condition after test: 988/991
The kills+shots vary a bit but not as much as the decay
IMHO it is safe to say weapons now decay faster with a PuP
Star_Ranger
Sun Apr 03, 2005 2:08 pm
#18
Most powerups are pretty much considered not very useful so far. The most popular one I am finding is the speed one so far since it raises the dps significantly at the cost of accuracy. Here are the stats applied to a two-handed cleaver using:
Tactical Grip Kit
Accuracy -8 (experimented to 71% first)
Speed -15.2% (experimented to50%)
Speed -15.2% (experimented to50%)
Two-Handed Cleaver
Basic 87-174 2.5 52dps
W/ pup 87-174 2.1 61.3dps -8 accuracy
W/ pup 87-174 2.1 61.3dps -8 accuracy
Of course the focus is still on raw dps, the -8 accuracy may make up for the bonus. Note: using the plus damage at cost of speed powerup only raised the dps by 2. Of course this could all change at the high end of the game if speed gets capped then the damage ones might be the end all best. We will need to test that when advanced proffessions are in.
Rhazohn
Sun Apr 03, 2005 2:43 pm
#19
Some excellent data so far.
I sell Pups by the hundreds each week on ShadowFire & when I took a look at the new Pups on TC5 , I 'thought' that the give & take of the balancing from what will soon be able to make might be too much for most people to want to use them in the future. However, I do have several thoughts to add onto this process:
A, Most of my main buyers lately have also been people who have very serious weapons & most likely have ADK'd them, thus preventing the Decay issue associated with heavy Pup use from being a factor. An increase in decay rate by pupping is IMO, an acceptable trade off given that ADK's are now prevelant & people have to make the choice of either loosing a weapon or another item to decay.
B, Damage/speed balancing. A trade off is definately needed as most servers can craft absolute best case weapons. There are really no minuses aside from cost in making these weapons. Add in a best slice & the weapons are almost perfect.Think of how many pups are available now to be crafted & how many we really use. I sell basically 3 types of ranged & 2 types of melee for all the choices are available but nobody buys a max range/ health cost pup right now. Serious Pvpers are gonna make choices of what trade off they want to make for their skill sets to get 'their' edge. As long as some sensible & thought out choices are made for types of pups that we can craft, I think the pup market will expand.
C, the addition of PE into the mix will certainly throw another crafting choice into the mix when deciding what to make & what lines are more acceptable for experimenting into.
Again, Thanks for the data so far. i intend to try this week & spend a little more time in TC5 validating this data posted so far as the CURB progresses. I certainly hope that a few more 'choices' become available aside from the current looks of only the tactical grip as the professions advance.
Animi
Sun Apr 03, 2005 6:21 pm
#20
JohnAdams wrote:
It looks like the intent is to make powerups less powerful. All I'm saying is don't make them useless in the process.
That's exactly what they've done, unfortunately.
Another unfortunate is that it's now too late to change it.
Cafa
Mon Apr 04, 2005 8:30 am
#21
Guruweaver wrote:
Thank you all for the detailed analysis.
Do you think the Powerups are working properly, with their new design?
Guru
It did not appear that the results of speed PUs were consistant.
Fivo Asia
Corran950
Tue Apr 05, 2005 9:51 am
#22
Both grenade power ups dont work at all. during experimentation they show no stats. then when i try to put them on a grenade I get a message that they are faulty. Could be since they are frog created nades, or that they disabled all thrown weapon things.
Star_Ranger
Wed Apr 06, 2005 1:50 pm
#23
Well I have done some more testing on powerups today and here are my findings using a CDEF Pistol on some blue creatures (I am at pistols III in marksmen).
Speed and Damage powerups do work as decribed.
Accuracy modifier appears to do nothing at all. I made some 27% speed -50 acc, and hit as often with the powerup equiped (actually more often on my test data). The accuracy modifier simply may not be turned on yet for weapons.
I still need to test the action cost, wounds, and elemental damages (not available to me yet) as well as the melee powerups.
I'll post as I get more data.
Ambiguous_Lee
Wed Apr 06, 2005 5:24 pm
#24
OK I haven't got individual stats but I did multiple experimentations and all i am getting is grief in return. People are complaining that I am sabotaging then by sticking bad P'ups on the bazaar and asking for their comments. P'ups seem to offer minimal advantage and, as these were experiments, maximum disadvantage if it went wrong, I looked for resources that gave over 3/4 greenand split points between both stats and did not bother crafting anything until I had mastered. Made a few of everything andstuck em on the bazaar with requests for feedback and handed out loads more. Ouch, I was generally forgiven cos I'd given them in travel packs that I'd factory run and made clothes on request but got griefed by a few people.
Power ups were originally brought in as a way of new artisans making money, then they got changed to cratable to compensate for individual play styles for people who were unable to find/buy skill tapes. Now this. I am surprised to find a correspondent actually needing to ask about this. Please just say master artisan is so people can make other bits that rely on master compents or better still give them to master craftsmen and accept you have destroyed this as a viable skill tree. This is not a personal jibe at our beloved corro as you are supportive but I can't see any role for M/artisan except for in craft guilds to support archies, WS etc asXP requirements changes this mean people will need all the points in combat to have a chance of sureveying and surviving under CURB aggro changes. I will be testing MWS and DE in TC5 and dumping M/artisan after I stockpile components I will need. If these changes go to live there is no point except to make swoops and the profit margin on them is negligable compared to any other crafted item if you are honest about your percentage results. Sorry to be so downbeat over something that is meant to be fun.
Cyleco
Thu Apr 07, 2005 12:21 am
#25
This sounds pretty good to me, it may need a few tweaks after testing but I think the market for all powerups will increase not just damage pups that are the only things that sell nowadays. It will vary depending on what someone wants. Also with the new slicing system coming for smugglers they will be able to control the slice but at a penalty for another stat. So lets say you get a custom weapon made for you and you want raw damage on it. A smuggler slices damage to its max but at a large penalty to speed. So that opens the market for the speed oriented pups. It sounds like powerups will have more diversity to how they are used to fit certain situations.
Helios_SOE
Thu Apr 07, 2005 7:21 am
#26
There is a lot of constructive and, more importantly, objective feedback here. Please continue to post your findings and impressions, especially for the mid to high level weapons as well.
Thank you guys for taking time to try these things out and for reporting your findings here.
Message Edited by Helios_SOE on 04-07-2005 07:21 AM