Artisan Archive
Thread: Power Ups...What the....and pricing ?
The number of times you hit "Run Experiment" affects the complexity and therefore the factory time. Try an un-experimented manufacturing schematic for a powerup, and it will run much more quickly -- of course the product will be worthless.
Powerups experimentation is an art, and my guess is you have taken the simple approach of using one point at a time. This gives good results but costs your time in both experimentation and in the factory. It is part of the reason good powerups should not be sold cheaply.
Haruspex77 wrote:
Powerups experimentation is an art, and my guess is you have taken the simple approach of using one point at a time.
BARREL
Ported (Special Move Health Cost)
Smoothed (Point Blank Penalty)
Taper-Bored (Wound Chance)
of Alignment (Ideal Attack Bonus)
of Concentration (Maximum Damage)
of Condensing (Ideal Range)
of Dampening (Special Move Mind Cost)
COUPLER
Hot-Wired (Maximum Damage)
Quick-Charge (Attack Speed)
Short-Circuited (Minimum Damage)
Tweaked (Special Move Action Cost)
of Compensation (Special Move Mind Cost)
of Overpowering (Ideal Range)
of Searing (Point Blank Penalty)
GRIP
Ergonomic (Ideal Range)
Fitted (Ideal Attack Bonus)
Hair-Triggered (Attack Speed)
Lightening (Special Move Mind Cost)
of Aiming (Minimum Damage)
of Reckoning (Wound Chance)
of Steadying (Max Range Penalty)
MUZZLE
Muffled (Special Move Mind Cost)
Polished (Wound Chance)
Scattering (Max Range Penalty)
Tuned (Maximum Damage)
of Flaring (Point Blank Penalty)
of Focusing (Max Range Penalty)
of Braking (Special Move Health Cost)
of Sighting (Minimum Damage)
SCOPE
Calibrated (Max Range Penalty)
Powered (Special Move Mind Cost)
Precision (Minimum Damage)
Ranged (Ideal Attack Bonus)
of Targetting (Attack Speed)
of Pin-Pointing (Wound Chance)
of Tracking (Special Move Action Cost)
STOCK
Anti-Jitter (Max Range Penalty)
Balanced (Ideal Range)
Reactive (Special Move Health Cost)
of Dissipation (Max Damage)
of Accuracy (Ideal Attack Bonus)
of Cushioning (Special Move Action Cost)
of Loading (Attack Speed)
GENERIC MELEE
Balancing (Special Move Health Cost)
Barbing (Point Blank Penalty)
Compensating (Special Move Mind Cost)
Extending (Ideal Range)
of Control-Enhancement (Attack Speed)
of Accuracy (Ideal Attack Bonus)
of Precision (Minimum Damage)
of Wounding (Wound Chance)
Enjoy! ... the possible combinations AFAIK! It's only OQ that matters when making weapon mods (ranged, mine, melee, grenade) and so anything ~990 OQ+ is good! I sell for between 1500 - 3000 for my mods, depending on my mood and who I'm selling to! (It amazes me how so many fighters don't actually use weapon mods, through ignorance, stupidity or laziness I'm not too sure, I mean +30% attack speed wit no downside!?! /shrug)
Haruspex77 wrote:
The number of times you hit "Run Experiment" affects the complexity and therefore the factory time. Try an un-experimented manufacturing schematic for a powerup, and it will run much more quickly.
I wasn't too sure about this so I did some experiments, because I remember before I used to do my experimenting a point at a time (incidentally the only reason I do this is to increase my chances of getting further stat mods) that I was basically maxing out experimentation each time. So would only experiment the twice on a given power-up. Now I remember the max/min combos then were 112 per item. Yet I experiment on each point now and the factory time remains the same at 112.
You start with a base complexity of 5 and each time you experiment its goes up by 1 whether you use one point or more, it goes up 1 regardless.
I created 3 schematics one with complexity 5, one with 7 and one with 15. They all had the same factory run time.
Asteroids wrote:
I created 3 schematics one with complexity 5, one with 7 and one with 15. They all had the same factory run time.
Very interesting, this was not the case a few months ago as was well documented then eg:
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=26185&highlight=factory+run+time+complexity#M26185
I wonder when it changed?I saw a more recent claim thatrun time is now based on number of components. I will have to check myself. It seems now that the only impact of complexity is what items need a private station, and insurance costs. Run time never bothered me, I set up late and it is done when I awake. Wastes maint money, but not much.
Haruspex77 wrote:
I will have to check myself.
Message Edited by WarHero1016 on 04-23-2004 03:33 PM
CPark wrote:
As far as I know, muzzles do not have either max damage or speed as a primary characteristic. So you'd have to make one of the available primaries and get max damage and speed as the second and third characteristic.
Muzzles have max damage as primary. These are the ones used to craft the max dmg/min dmg combo that are ever popular.