Artisan Archive
Thread: Powerups still bugged, just bugged different?
The effect of this is that your run will actually create a crate of tuned muzzles with a max damage boost of 3%.
So I would have to say this is not "working as intended" unless powerups are intended to give 3% boosts to a single stat.
Ack, ok I worded that last post horribly.
I'm going on the assumption that the statistical "nerfs" are not as intended, and are in fact a bug. Hopefully, an extremely temporary one.
What I'm asking is - when you experiment on a weapon for example - the stats int he examinepanel at the top of the experimentation window update in real time with each experimentation spent. With a powerup, I was noticing that the values never change. If you crate a 25% effective/efficient (forget the exact wording) powerup that results in a 3% min damage boost - even after experimenting it up to 89%, it still shows as a 3% min damage boost and nothing further.
It would be MUCH more useful from a mass production standpoint if we could see what the final stats were prior to actually having to make a schematic, and produce a crate only to discover that - Min damage is still 3%, but now you also have Ideal Range at 15% and Mind Costs at 28%.
Like I said - this is assuming these bugs are, in fact bugs - and will be fixed. Given how long ittook them to look at this the first time, It'll be Jan. before these work properly . . .
Yeah. I spent all on 20 mins testing this to find the that the so called powerup "fix" is no fix at all. This was obviously never testedl.
1) Base stats are shown in the experimentation window - like Hot-Wired +3%.
2) Experiment away - but notice that the attributes dont change (easy one to spot huh?)
3) Create the item and you get a random attributes as before - that bear no relation to what was shown.
4) If the item base type is of a different type to the one actually produced these runt attributes are added to the list (otherwise they are overwritten by the new values) e.g. +32/+16/+3.
5) Create a schematic of experimented powerup and lo and behold it actually createsa create of the pre experimentation runt attributes. e.g. +3% Max damage. Yes they say that on the crate (hard to miss that one) and when you take them out they are still the rubbish +3% Max damage.
WIth this being so obviously completely broken why put this in the patch notes? Size of test team is of no consequence - even developer testing should have shown this or ONEtester doing it ONCE. Ialso see a claim that thiswas /bugged on the TC. Who is coordinating this shambles?
I don't think the devs really care. Shug listed his top 8 issues with the patch, this wasn't on them.
The devs view this as a nice little way to give artisans something to do with their time. If it doesn't work, oh well. We'll fix it when we're done with everything else.
I have a factory and set it up to make powerups...
So as it stands the pre-experimented values are what is made in the factory.
It doesn't matter if you make one or one hundred, they will all be the same, (all crappy).
If you are still having trouble getting items out of crates, (but I think they fixed this), put the crate in a backpack or other "bag" and you can get the item out of the crate from there.
All I can say is keep manually crafting until they fix this, which I hope is soon.
I'm glad I didn't pay for my factory... ![]()
Could just be a display error? Is this any better?
How am I supposed to sell something that when you examine it says its crap?
I'm sure the devs will find out what the problem is...when they actually look at the problem.
If they look at the problem.
FYI-- I posted this on another thread:
Basically, they tried to set the 'type' of powerup before experimentation so that it works better with schematics (e.g. prenaming it "Hot-wired coupler"and have itstart out with a small amount of Max damage bonus). Well, they didn't change the fact that the powerup also got bonuses from experimentation (and these are the majority of the bonuses). So you end up with a post-experimented item that says its'real' name is "Hot-wired coupler", but it displays as "Quick-Charge Coupler of Overpowering".Yet, it ends up having the normal two bonuses of the experimented QCCoO, and the tiny bonus originally given by the Hot-Wired Coupler. Thus, you end up commonly with three bonuses.
Two bonuses are still possible. It seems that any experimentation bonuses for a stat will overwritea 'base crafting' bonus to the same stat.
You can also ocassionally end up with four bonuses. That's because either (a) you were lucky enough to craft a rare 3-bonus item due to traditional experimentationwhere none of the bonuses overlapped, or (b) your item started out with two bonuses (due to amazing success w/ amazing materials) and the experimentation bonuses didn't overlap with either of those.
Under this system, it's also theoretically possible to get a weapon powerup with 5 stats being increased. The stars would really have to align perfectly, though. (3 stats from experimental, and 2 from your initial crafting, none of which can overlap.)