Artisan Archive
Thread: Weapon Powerups
I think what you got is called random. You can roll dice and get the same number 3 times, but it's still random. Besides, I have made lots of powerups, many of them where I got all great success every single time I experimented, and experimental effectiveness was always 94%. I still got totally random results. The %'s were the same (as long as the effectiveness was the same) but the enhancements were different. So I don't think there is a way to get certain results.
Ikeemi- Ahazi
Daggot wrote:
I have been doing some experiments with this lately. I don't have a real answer yet, but the test I ran this past weekend yield 3 of the same powerup 3 times in a row. If I can do it again tonight then I might be one to someting.
But, yes, what I did was to manipulate my experimentation points in a very specific manner. I think the final number might determine where on the table for that powerup type you end up. I think. BUT, I'm not sure if it's the durability number that it's keyed off of, or the effectiveness number.
It would be wacked if it's based on the durability. Meaning it would be something like
1, 2, 3, 1, 2, 3, 1, 2, 3, 1
Where 1 is say + max dmg, + min dmg and 2 is like action, point bank, etc. Meaning, higher isn't always better, you just want to get it the same each time.
I *NOT* saying it's like that. But it's possible since it seems to be random and this would easily give a random feel to it without being truly random.
But, it would make sense if the type is based on durability (since you don't really need durability on a consumable) since the effectiveness stat clearly impacts the % rating.
what exactly does wound chance increase do that's useful. I really don't care if i wound someone in pvp as it doesn't actually help you win the fight, and the wound is easily enough fixed after the fight is done.
Unless wounding does something more than when an npc wounds me?
Yup the main problems are the fact that the results are random and you can't produce them in afactory. Other than that, I love them. I make them to cut the speed on my rifles. Since they are totally random, I sell all the ones that didn't come out to what I wanted. I get 500c for the +32% non dmg and 750c for the +32% Max Dmg ones. They sell quicker than any of my armor.
I'm thinking of making packs of a certain type of powerups (like the Dmgs) and hawking them off.
Somewhere inbetween Eng.IV and Novice Weaponsmith (don't remember where exactly, it wasjust one huge long blur if I recall...
)I started grinding out a lot of powerups, to the point where my inventory and all backpacks in it were totally full. I remember trying to sell them on the bazaar and hawking them for a while, but no-one seemed interested in the powerups at all (regardless of the fact they were Copper made and experimented to 93%/+30 DMG/+25 Speed)
So I gave them all away.. sometimes 10 a time to one player. Since then, I still get requests for more, and manage to sell them for around 2-300c each. I think that's a reasonable price considering their 100 use limit.
750c each though? seems a bit steep to me. And i'm far from uncutting the market - I'm all for enhancing it.
Actually, powerups are an easy way to make cash. Being master firearms and some experimentation, I can usually make a coupler with 80%+ effectiveness after experimenting, and they take maybe 30 seconds max. When finished, I put them in my vendor and sell them for 400-500 each. They give at least 20%+ damage/speed/ham and usually bonuses in 2 areas, and believe me, I can barely keep them stocked in my vendor.
It's an easy way to waste some time if you're waiting for your factory to finish making weapons or whatever. I mean if someone is going to come to your shop to buy a weapon for $10k, chances are, they won't mind spending another 400 to add 20% to its damage even if only for a little while.
Do weapon powerups sell? Oh yea! I cant keep em in my shop. All my powerups are +32% (high as you can get) on first stat and 17% on second stat, at the least. Most are better. I sale them for 350-500 depending on where they are sold and in what quanity. Hmm, thats not alot of money.......
Well, it has bought me a house, 2 factories, and enough cash per day to keep 13 machines going around the clock. And my bank account never drops below 35k credits. Its funding my weaponsmithing, until I can craft weapons that sale as good.
Couplers are my specialty. There are 4 main types with secondary names for what the second stat covers. Mainly they are like this
Tweaked Coupler - Lowers Action HAM cost
Quick-Charge - increases attack speed
Hot-wired - increases MAX damage
Short Circuited - increases MIN damage
Depending on your attack style and the weapon stats you put the powerup on, determines which coupler is right for you. Tweaked dont sale much, but quick-charge never hit my vender, in most cases. I have 3 customers that give me 5000 for 10. I even make crates of 10 in my factory, and sale them for 2500. Only problem is when you use a factory they dont have the name or the stats no them, but the coupler is still the same, you just dont know what you have. So I field test them, or give a couple to some customers and they tell me what kind of couplers are crated and I let people know if they are looking for that type. So far its been working well for me. Just takes alot of time
Archi - Naritus, Tattooine
When i was first working on engineering i would make the powerup for decent exp then throw them on my weapons when they ran out. The exp has been chopped though so now the powerups are only useful if you get good stats out of them.
Special move mind cost
+7.035%
Does it decrease the mind cost or raise it?
"Now being a master artisian i got it up to 92% efficiency. I dont think you can go higher."
Nope, you can go all the way up, I have gotten 98%, and I bet if I had the best materials, OQ of like at least 995-1000 I could get to 100% =]