Artisan Archive
Thread: New Powerups on TC-5 *listing and test results*
- Accuracy Mod does not affect the Base DPS calculation, this may be intentional or a bug
- You can actually add a powerup that will make your weapon worse for the application you are using it for. This is not a bad thing, it simply means that you need to change your mindset surrounding powerup sales. They will no longer be a simple commodity that can be easily sold to and understood by every combat player. In order to be sucessful at selling powerups you will need to become proficient at determining what your customer actually wants to use the PUP's for, and be able to take the time to explain to a customer how the various products work. This is not impossible, or necessarily bad, it simply means you will be interacting more with your customers, or supplying the bulk order to a merchant that is willing to put that kind of time in with the customers (Ask a Droid Engineer if you can't picture how this works). In essence you may be taking a lot more custom orders for runs of powerups rather than stocking crates of 5 different types on your vendor.
- Even if you're unwilling to accept the argument that combat players will need to equip themselves with combat tatics in mind, and thus you see a speed for damage tradeoff as worthless, the numbers above prove that with the correct experimentation and resources, even a speed/damage tradeoff powerup can give you a decent Base DPS boost over the life of the powerup. As most statistics are modified on a percentage basis, as you deal with higher level certed elite weapons, a Base DPS increase of 1-2% will still be relatively valuable, especially for those who don't need to worry about decay, for whatever reason.
-Egna Dragonn, wanderer and Droid Engineer based out of Kraytia, Tatooine (Chilastra)
Message Edited by Mizraal on 04-07-2005 02:44 PM
M E L E E
Wiring Kit > DOES NOTHING
Helios_SOE wrote:
That's not altogether the case. It does, like you said, equalize the potential DPS of the weapon. Depending on how often you are likely to hit your target, however, you may want a faster firing weapon. In other words, if you tend to miss alot you would want to fire more often thus giving you more opportunities to land a hit (statistically speaking).
Helios_SOE wrote:
In tandem with that effort, we are also trying to make sure that you don't absolutely need a slice or powerup (or both) to use your weapon effectively. Not to say that these things won't give you an overall edge in combat (because they should), but they can't be "make-or-break" portions of the weapon. This is why you won't see a "free" 30% dmg increase on a powerup any more.
Star_Ranger wrote:
...I really like having more variety, soI'd suggest merely bumping up the effect OQ has to 66% at least; perhaps even 75%. I, also, like the idea of making the resources specific to the type of power up made (allows some specialization based on resources available). ie:
Ranged powerups - OQ 66%, CD 33%
Melee powerups - OQ 66%, SR 33% (or UT 33%)
Grenades- OQ66%, PE 33%
Helios_SOE wrote:I'd like to hear some of your opinions/suggestions on the resources used for the powerups.
I prefer the way it is in Live with just one stat and two different general resource classes. Artisan is a nice introduction to the higher level crafting professions, so I think things should be quite straightforward and easy to understand. If you move towards chef or armorsmith level of complexity in the schematics and resource requirements, I could see it being very frustrating to somebody new to the SWG crafting system. SWG already has the most complicated crafting system of any MMORPG (that I know of), I don't see any good reason to complicate it further. I've never seen any complaints that the requirements for powerups, droid batteries, fishing poles, or vehicles as being "too simple".
If it isn't broken, and nobody is complaining, why change it?
Helios_SOE wrote:
I'd like to hear some of your opinions/suggestions on the resources used for the powerups.
I think it is best to stay away from CD+OQ. There are so many other stuff that use the same attributes. Good to find some use for other resources.
Maybe the best would be to keep 100% OQ though. Powerups is a good thing for new artisans (ie non-elite) to make. By making a resource using two attributes it will make it harder to find good resources.
Artisan is nice for the new and experienced player in that, within a few weeks, enough resources will spawn to make marketable powerups because the requirements are pretty generic (mineral, chemical) and there is only one stat that is required (OQ). If the current changes go live, then artisan will be just as difficult (and expensive) to compete in as chef/armorsmith/weaponsmith, yet have no craftable items that bring in comparable profits. It seems as it will just push the have's and the have-not's that much further apart.
I gave up chef because I hated the rat-race of SEA and resource collecting and dropped back to the more easygoing and enjoyable pace of artisan. I am already a 14 pointer with excellent resources and a nice bankroll so I'd have no problem staying afloat and being "the best" if these changes go live. My views aren't from the perspective of "oh noes, if this goes live, I'm screwed!". I'll be fine - it's the profession as a whole that will be screwed.
Please re-evaluate the resource requirements and experimentation lines. Thanks!