Artisan Archive

Thread: Weapon Powerups

Permethrin
Sat Aug 02, 2003 6:56 am
#53

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I don't even see that the powerups that I make actually do anything at all. They don't seem to affect the weapon at all when I attach it.


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They definitely affect the weapon. You may want to check the stats on the individual powerup before attaching it using the Examine on the radial. For a powerup to have substantial impact it needs to be made of very high quality resources and have been experimented on.

Rerednaweht
Sat Aug 02, 2003 4:14 pm
#54

Maximum experimented effectiveness I have gotten is 94%. That gave me a barrel that increased damage a whole 5%.


I have much better luck experimenting on the weapon directly. 94% damage increase comes to 29-60/3.4 or something like that with my trusty CDEF.


Cheers.




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MadJackyl
Sat Aug 02, 2003 5:09 pm
#55

I am currently hitting 99% on my powerups. That dang 100% is so elusive.



Skylah Dar'Xun (12 pt Master Armorsmith-RIS Cert) - Mos Ari / Western Dune Sea Traders at -6565 -2301
"Better to know a little bit of everything than alot of nothing"
DangFiero
Sun Aug 03, 2003 7:04 am
#56

I make 3 kinds of power-ups consistently, all couplers. Quick-charge, Hot-wired and Short Circuited. I can choose which I am going to make. Contrary to what I have heard, I don't use one exp point at a time. With 10 points, I ususally experiment 2 or 3 times. The ratio of durability to effectiveness is KEY when making a coupler. 74%effectiveness and 42%durability will give me a Quick-charge+25% EVERY time. Another tip is, don't spent all your exp points on durability after filling up effectiveness. I get 10 exp points and sometimes have to leave 1 or 2 on the board to get what I want...I presume because of the ratio thing and sometimes getting an "amazing" will throw off my ratio, to the plus. I use copper and polymer and get 21% on both bars before experimenting. If I run out of copper, I use an aluminum that gives me 18% before experimentation. If I run out of polymer, I go get more. I haven't found anything more effective yet.


Anyway, I am of the opinion and darn close to certain that these things are NOT random. To any new folks wanting to make power-ups, use "practice mode" until you figure out a recipe you like and have at least 8 experimentaion points. I'm not bragging but I'm only Eng. IV and my powerups are better than 99% of any I have seen at the bizarre.

J-Roddingham
Sun Aug 03, 2003 9:50 am
#57

It's looking like the max will +33.33%. I haven't gotten two resources with 1000 each on OQ yet to test though. =] I spend all my points in the effectiveness, and sell everything but the tweaked on the bazaar. I keep most of the HAM stuff on my personal vendor, since they don't sell that well. Good deal for people that have those really HAM costly weapons.
MadJackyl
Sun Aug 03, 2003 10:36 am
#58

Yup. My experimentation has proved the same. 33% is about as high as I can go.



Skylah Dar'Xun (12 pt Master Armorsmith-RIS Cert) - Mos Ari / Western Dune Sea Traders at -6565 -2301
"Better to know a little bit of everything than alot of nothing"
marqie
Sun Aug 03, 2003 8:13 pm
#59

Great website


http://www.prdhq.com/SWGPower.htm




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

HydrAG
Sun Aug 03, 2003 8:29 pm
#60






Casper118 wrote:

Now i dont know how this works on a factory scale. If anyone has access to a factory then i guess we can find out if we can make the same type or does the factory produce the same version over and over again.


Also I think it would be beneficial if we could see what the powerup can do before we make a prototype item or a schematic. For every other item you can see the statistics of the item but for powerups and for crafting stations you have to wonder.





Powerups in factories are bugged. They will all come out with the same type of modifier... none. This will be addressed in a future patch (heard its on TC now but can't recall for sure). I presume they will all come out the same when they fix this bug. As far as seeing what they are before producing them I haven't heard one way or the other on that.



Hydrargyrum


Intrepid


Master Artisan


Weaponsmith(bankrupt)




TBN, Kauri
LordGriffin
Mon Aug 04, 2003 3:00 am
#61

I'd love to know the odds in you getting lucky enough to accidently produce the SAME type of coupler every time. I'll tell you this much though . . . I make a lot of couplers. I always experiment to 99% effectiveness and have durability of 29%. I get those EXACT numbers 80% of the time. I do NOT get the same end result every time though. Not even close.


Oh, and people . . . don't just look for polymers, esspecially if you can't find it above 600 OQ. I'm using 993OQ Fiberplast and doing just fine. My copper has a combined conduct and OQ of 1900 or so.

ASHRID
Mon Aug 04, 2003 3:34 am
#62

Someone did a guide to powerups in the guide forum - it had a very comprehansive list of the different types
Di-Kiem
Mon Aug 04, 2003 10:52 am
#63

After making the powerups, i.e.: Barrel, how do you use it? I would like to tryout a few of the one I make on my rifle or pistol...



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ajm317
Mon Aug 04, 2003 11:02 am
#64

The quality of resources and the experimentation only improves the quality of the powerup (i.e. +30/+15 instead of +20/+9) as others have stated.



Each power up type (coupler muzzle etc.) Has 4 different primary attributes and 4 different secondary attributes (at least for the ranged.)



For example, a couple can do the following:


Hot-wired: Max damage


Tweaked: Special move action


Short Circuited: Min damage


Quick Charge: Speed


These are primary, it also has 4 secondary attributes, but I'm not as familiar with those.


When you make your powerup it is a random selection of one of the 4 primaries coupled with (if you're good enough) a random selection of one of the 4 secondaries. These may have different weights (in other words you may be more likely to get a tweaked than a quick charge) but I'm not sure on that. What I am sure of is that experimentation and resources has no bearing on which quality you get, only the magnitude of the modifier.



You can also get a tertiary, but I'm not sure how they work.



Trust me, I've made a lot of couplers.




--------------------------------------------
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Member of the Kauri Chamber of Commerce.
www.kaurichamber.com
ajm317
Mon Aug 04, 2003 11:04 am
#65

Stupid lack of edit.



In that paragraph near the end instead of "which quality you get" it should read "which attribute you get."




--------------------------------------------
Proprietor of the Theed Galactic Mall, located at -5648, 3189
Member of the Kauri Chamber of Commerce.
www.kaurichamber.com
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