Artisan Archive
Thread: 4 stat Powerups
BULLROACH
Thu Aug 12, 2004 11:38 am
#14
I usually get better success rates with grips getting the four stat powerups. It is usually one in seven tries. If I get it then I make a schematic for it.
GrafvonSoden
Thu Aug 12, 2004 1:17 pm
#15
I just get the best resources I can put together for them, then experimernt one box, one click at a time. If I have any less than good run experimenting, I scrap it and try again. I'm a human master artisan, and with all good experimentings, I can get to 99% and have one experimenting point left over. That gives me the +33/+16 primary and secondary stats. The rest of any extra stats is just a random dice throw I figured.
DaBarius
Thu Aug 12, 2004 1:19 pm
#16
Lately I have been getting 4 and 5 stat powerups. I am using fiberplast oq975 and gemstone oq996.
For some reason Great successes are better than Amazings. Sometimes I get a amazing success and it decreases the %. Ne1 else found this bug?
Grozeb
Thu Aug 12, 2004 4:51 pm
#17
Yeah 1 point at a time is the secret. Another secret:
If the 2nd mod hasn't passed like 8.45% (depending on the quality of the resouces), if a new mod appears after experimenting, it will become the new 2nd mod and the old one will be locked. However, if the 2nd mod is already above 8.45%, it will always be the 2nd mod and the new mods will be locked at whatever stat they came in at. Also, you don't ever want to get a new mod on the last experiment point as it usually messes things up and your 1st and 2nd mods will be lower then they should be. Can you tell I've made a *lot* of power-ups?
My best 4-mod Melee power-up:
32.5% Mind Cost
16% Max Dmg
8.25% Min Dmg
3.5% Speed
I sell these for 3k on Sunrunner, but I don't get much business there (it's a pretty low populated server).
If the 2nd mod hasn't passed like 8.45% (depending on the quality of the resouces), if a new mod appears after experimenting, it will become the new 2nd mod and the old one will be locked. However, if the 2nd mod is already above 8.45%, it will always be the 2nd mod and the new mods will be locked at whatever stat they came in at. Also, you don't ever want to get a new mod on the last experiment point as it usually messes things up and your 1st and 2nd mods will be lower then they should be. Can you tell I've made a *lot* of power-ups?
My best 4-mod Melee power-up:
32.5% Mind Cost
16% Max Dmg
8.25% Min Dmg
3.5% Speed
I sell these for 3k on Sunrunner, but I don't get much business there (it's a pretty low populated server).
Splutty
Thu Aug 12, 2004 6:40 pm
#18
Cobacca1 wrote:"That's the secret! On a side note, are there 11pt or 12pt Artisans? I thought they're weren't any tapes."I am a human, 14 point Master Artisan. 11 points for being Human Master, and +25 in Artisan Experimentation Skill tapes, and +27 in Artisan Assembly... I still can't make them, but I never try to experiment one point at a time. Maybe I should try that tonight for a while.
Could you possibly make a screenshot of that or something? Because there are a lot of people that don't believe it's possible and keep going on about 'everything being capped at 125'. So if you can prove this works, that'll disprove them
Mad.
Cobacca1
Thu Aug 12, 2004 6:53 pm
#19
You are capped at 25 additional points. And normally, with a non-human character, you will be maxed at the 100 pts you have for Experimentation as a Master Artisan. But... as a human, your species gets a +15 to Artisan Experimentation (115 Artisan Experimentation at Master), and you are still allowed the +25 in skill tapes to allow 140 Artisan Experimentation, which equals 14 pts of Experiment. It's not useful really, because I max out my power up's after 10 pts all the time anyway, barring a critical failure. It's slightly more useful with other things like personal harvesters with BER 4 and 42,000+ Storage (which rivals a medium in storage). I can make Uber CDEF pistols too... lol.
StumanKadir
Thu Aug 12, 2004 10:49 pm
#20
Best Pups I have ever, ever made where a nice set of 5 Stat Melees
33.16% Mind
16.45% Max Dmg
8.65% Min Dmg
4.5% Speed
2.3% Wound
This was made with oq994 Steel and oq998 Fibreplast, using a 15.00 Crafting Tool (Experiment Tuesday Special) and a +43.40 Crafting Station
Sold a bit of it but ended up using it mostly myself.
Message Edited by StumanKadir on 08-13-2004 04:51 PM
GrafvonSoden
Fri Aug 13, 2004 12:30 am
#21
I've been selling my +33.1 Max Dam/+16.3 Min Dam Widowmaker Muzzels for 4k a crate of 10. They seem to sell quite well. They move steadily but not always fast.
EvilHomerSimpson
Fri Aug 13, 2004 5:57 am
#22
Thanks, Grozeb! I made my first 5 stat power-up last night! 
Uberownage
Fri Aug 13, 2004 10:09 am
#23
Sorry to burst in on your thread but, have a question that relates to power ups.
On the Melee PU does the say 32% mind stat on the PU increase or decrease mind usage when using specials?
maybe a stupid question.
I was thinking that it was an increase in mind cost for you to gain the bonus to max damage or other helpful stats. If i'm wrong, i'll be buyiing a bunch of crates within the next hour..Hehe.
Keep up the good work.
P.S. It's refreshing to find a forum where people actually try to help each other instead of talking about how someone pwned someone else with what weapon.
Ironshard
Fri Aug 13, 2004 10:43 am
#24
I believe all modifiers on power ups are improvements meeing it will improve the mid cost stats by 31%. so if the mid cost is 100 it would be 69. I'm not 100% on this so I would recommend putting a power up on a weapons and see what changes.
Cobacca1
Fri Aug 13, 2004 10:47 am
#25
"I believe all modifiers on power ups are improvements meeing it will improve the mid cost stats by 31%. so if the mid cost is 100 it would be 69"
This is correct... if you see Action Cost, Mind Cost or Health Cost on a PU, it will lower the HAM hit that you take while using your specials.
Uberownage
Sat Aug 14, 2004 12:44 am
#26
Woot. I'm gonna buy a bunch of PU for my Vibro knuckler. Thanks for the info.