Artisan Archive

Thread: Power Ups...What the....and pricing ?

mmaughme
Thu Apr 01, 2004 12:33 pm
#14

On Kettemoor they sell for 2K a crate. I've tried pricing them higher, and they don't move. Even at 2K they move slowly. I tend to create full factory runs for my own use. I go through them like I do M&M's.




Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

Asteroids
Mon Apr 05, 2004 11:45 am
#15

I also with they would reduce the factory time to produce some of these. 112 seconds for 1 max/min damage power-up (thats 1 not one crate lol) means 56 minutes for 3 crates. If you sell these at 2k, thats 6k for almost an hours factory time, not taken into account maint/power. It also doesn't make sense to me that the different types take different times. Like a melee one will take 40 seconds per p/up.
Haruspex77
Mon Apr 05, 2004 2:30 pm
#16

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.


Asteroids
Mon Apr 05, 2004 5:09 pm
#17






Haruspex77 wrote:

Powerups experimentation is an art, and my guess is you have taken the simple approach of using one point at a time.







Whats the complex approach?
Blood632
Tue Apr 06, 2004 2:22 am
#18

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)




Master Hawk
Crimson PACT Master
Imperial Commerce Director, Cabal, Talus (Sunrunner)
Asteroids
Tue Apr 06, 2004 2:41 am
#19






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.


Haruspex77
Tue Apr 06, 2004 5:11 pm
#20






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.

Asteroids
Wed Apr 07, 2004 7:24 am
#21






Haruspex77 wrote:

I will have to check myself.





Please do when you get time, would be good to get a few confirmed reports.
WarHero1016
Fri Apr 23, 2004 1:04 pm
#22



has anybody made a good Stock with max damage and speed stats?


Nevermind just realized that is not possible, only minimum damage and speed on scopes and gripsI think it is.

Message Edited by WarHero1016 on 04-23-2004 03:33 PM



Diesel-Droid Engineer (Retired)/Master Rifleman
Proud PA member and citizen of Riverlands
Lyekka
Fri Apr 23, 2004 2:13 pm
#23

There is a pretty good guide on Allakhazam, although it seems to be missing a few of the possible combos.

I'm surprised to hear of people buying singles, especially at those prices! Most of my customers buy 2 or 3 crates at a time, but then I only charge 2k per crate, which is pretty much the going rate on Tarquinas. I used to get 3k, but there is a lot of competition now.


I only make Ranged power-ups myself, but my TKM on Lowca buys the Mind Cost/Max Damage melee ones for her VK's. I normally buy 4 or 5 crates at a time, for 2K to 3K. At the Elite Master Level, most professions can attack at 1 per second, so a single powerup may only last for 1 lair.


Check the bazaar for an idea on pricing on your server. There will most likely be several crates listed, so you can get an idea what the going rate is.



Aurorra Lightstar Master Artisan Master BE
A to Z Enterprises -3747 3579 SE of Theed, Naboo Tarquinas
Ranged Weapon Power-Ups, Crafting Tools, Fishing Poles, Vehicles and More! BE Tissues for Clothing available

Lyekka Master Swordsman Ranger
Corellia Lowca
CPark
Fri Apr 23, 2004 2:42 pm
#24


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.
WarHero1016
Fri Apr 23, 2004 3:36 pm
#25

What is considered a better stat? Max range or ideal Range? Depends on the profession I guess.. Max range might be good for riflemen and ideal range for pistoleers... Does that make sense?



Diesel-Droid Engineer (Retired)/Master Rifleman
Proud PA member and citizen of Riverlands
Asteroids
Sat Apr 24, 2004 4:43 pm
#26






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.
Page 2 of 3