Artisan Archive
Thread: Weapon Powerups
Just curious if you are using the exact same materials in the exact same slots every time?
I noticed when crafting, as long as I keep using the same material all the time, I stay mostlyconsistant with the completed item. Then using the exact same experimentation points I stay mostly consistant with the experimentation.
The big variable is the success of the completed item and the success of the experimentation. I also noticed that since I reached Master Artisan my success rates have stabilized for the most part (usually great).
Although I will annotate this with: I dont make power-ups, so I cant confirm that this works the same way as other crafting, but I would hope so. I'll try when I get home tonight to see how it works.
How do i add a power up to an existing weapon?
Can i?
Does it take anything special?
Hello Everone,
I was wondering if anyone has made sense on what the different powerups do? I used the same materials on making muzzles and got different stats and bonuses for each. Has anyone figured out if there is a set way to get a certain powerup?
The modifiers are random, and I'm not sure why. They might as well just have one piece of artwork for the power-ups, or fix them.
8^)
The power-ups are not completely random. Each power-up has specific possiblities (from what I've expierenced thus far)
Example:
Barrel
Sorry: I'll continue
Barrel improves: Special Move Health Cost, Point Blank Penalty, Wound Chance, Ideal Attack Bonus, Maximum Damage, Ideal Range, and Special Move Mind Cost.
Coupler improves: Maximum Damage, Attack Speed, Minimum Damage, Special Move Action Cost, Special Move Mind Cost, Ideal Range, and Point Blank Penalty.
Some are the same, some are not. All in all I must agree that having it random is EXTREAMELY aggrivating. If they are going to keep it random, what is the real purpose of having multiple types????!!! I suppose it does narrow down the likelyhood that the thing that you want pops up. Or if they would allow you multiple powerups, but only one of each type.
(I.e., high-quality ingredients will produce a high-quality efficiency result, which will usually give you two effects. Lesser ingredients will probably only give one effect per item, and probably at a lower number.)
The above poster is right, material determines the magnitude of the modifier, not the type. I used exactly the same materials for hundreds of power-ups and got different modifiers, so material clearly doesn't determine the modifier type.
I think the power-up type does determine which stats it has a chanceof modifying. That is, each power up type has a pool of stats it can alter, and one or two are randomly chosen from this pool. I find that couplers and grips have a chance of modifying attack speed, while other power up types don't.