Artisan Archive

Thread: New Powerups on TC-5 *listing and test results*

Rigar
Tue May 10, 2005 6:11 pm
#92






Atan wrote:





Animi wrote:





Atan wrote:

One thing that should be noted, weapons now do decay faster with an PuP






Provide proof please.






Ok, some number crunching:


I am a lvl 10 Marksman (3424) using 2 similar DLT20a (991 Condition)
I used only the standard ranged shot


Powerup:
+%11.04 Damage
+%1.9 Speed


Mission:
Difficulty 8 diseased bocatt lairs


Test with PuP:
Spawned Bocatts: 8
Shots fired: 77
Condition after test: 981/991


Test without PuP:
Spawned Bocatts: 6
Shots fired: 59
Condition after test: 988/991


The kills+shots vary a bit but not as much as the decay
IMHO it is safe to say weapons now decay faster with a PuP







/agree


If you extrapolate out to 100 shots condition with a pup drops 13 points, and without a pup condition drops only 5





-=Rigar=- -=Mortiz=-
Master Pistoleer / Master TK Master Artisian / Master DE
Super Rodian Rodian Goddess
KEEPING IMPERIAL BANNERS AT HALF MAST
Rigar@SWG-Faces
HAWKE61
Wed May 11, 2005 8:13 am
#93



I am a multi skilled crafter..Ws/As/Artisan as well as having a combat toon Mr/Mp/MM. I guess it is partially my fault that i have been overwhelmed with the reading i have had to do to keep up with this "New game".


Anyways...i tried to read all posts here so i would'nt repeat what anyone else has said so if i am repeating i appologize.


I have been crafting three and four modded pupswhich in my opinion were the beston Shadowfire for almost two years now. Always selling 2-300 crates per week.


Well between re-learning my weapons (havent even touched armor yet) i have only had a little time to experiment on pups. Resources have never been a problem. I was able to convert over to the new spec resources with no problem using my Sauseu copper 999oq 947cd and Ihium class4 LP 946oq 982pe. Which i believe got me 29%/28% respectively.


Many of my pre cu pups converted to 29.7% dmg/ 19.8% speed, many were lost. The ones that converted well seems to be selling so i guess many people dont care that they lose speed for damage. Again i would like to know if the dps is a valid stat when considering a weapon.


Anyways, i have a MR/MM/MP and the one thing that i noticed i was lacking was action, so i crafted an action cost reducing pup -21.12% in costs and only losing 6 to accuracy. I have done these in melee and ranged, same stats. I have yet to see any big benefit from the other pups we can craft yet. I will keep trying. I must also point out that i have 11 pts (working on the 12th still seeing as i didnt need them pre-cu) and they definitely help in the final outcome of power-ups now


P.S. I have also not seen any benefit outcomewise from getting an inspiration buff. Not nearly as many amazings as i was getting pre-cu. And i have +25 to assembly along with all the other assorted top o' the line crafting goodies we can use.





HAWKE ENTERPRISES





HAUKER'S WEAPONRY & MUNITIONS

:HAWKE: ARMOR

UTILIZING 12 PTS OF EXPERIMENTATION

IN BOTH WEAPONS AND ARMOR (R.I.S. CERTIFIED)

11pts. TO ARTISAN CRAFTING

SHADOWFIRE, 1 W. MAIN BRENN, NABOO

SHADOWFIRE,IN LEONESS, DANTOOINE

JUST OFF THE SHUTTLE


FINE RESOURCES, OLD & NEW

ATTACHMENTS AND LOOT

SPECIAL ORDERS ACCEPTED WITH PLEASURE


Message Edited by HAWKE61 on 05-11-2005 10:17 AM

ZoronX
Mon May 16, 2005 7:33 pm
#94


This is really great info, and I appreciate all the experimentation results you're reporting. I've just spent hours experimenting with the post-CU powerups andshopping the galaxyto find a chemical with both high PE and high OQ. The best I could find had both those stats in the low 800s on class 4 liquid petro fuel. The mineral I used was copper (OQ and CD in mid 900s).


Jason67's results are far superior to anything I could get relative to speed. I focused on the damage pups because that's what my customers want. For example, while I could geta 27.9% damage increase on the high power barrel, the best speed I could get was 16.6%. That's with a +12 artisan suit. If I experiment mainly for efficiency, I can get the speed down to about 1.29%, but the damage increase is only around 10 to 11%. You tell me, is this powerup going to sell? People are used to seeing the great 33/16 powerups, where both results gave a benefit. I don't think the combat profs realize yet what the new pups are doing to their DPS and whether they're actually getting a benefit or not. I also don't think they quite understand what the stats on the pups are telling them. Once they really take a look at their DPS, I'm not sure they'll be buying pups unless they're as good as Jason's. I'm pretty envious. If I could make those, I would.


I've been making "perfect" 33/16powerups for a long time, but the resources I've collected aren't useful now and if I'm going to make any kind of decent pup I'll have to start collecting new chemical resources, probably mineral too. It's really rare to find high CD and OQ on a mineral, and even rarer on Intrepid to find apetrochem with both high PE and OQ in the 900s. I haven't given up yet, but I am discouraged.

maigy
Tue May 17, 2005 6:32 am
#95

I have a question about power ups, why is it that we were continuously lied to by the Devs, no I am not talking about misunderstandings, I am talking about flat out lies. we were told repeatedly that if you have good equipment pre-cu it wil still be good post cu, well pre-cu i had 100+ crates of 30+ max/15+ min damage power ups for 2k each. These were good power-ups, I assumed that they would convert to good power-ups post-cu, cuase well why would the devs lie. So I grab a crate for my combat toon, it says +29% damage/+ 19% speed... think hey not bad it increases my damage and my speed that should make these very useful. I equip one and the DPS goes down. I couldn't believe it, I look closer and realize ah duh the speed went up, not down like I had assumed the powr-up meant. So this leads me to believe that post-cu power-ups are worthless, cuase I must have good power-ups, cause they were good pre-cu, and according to the devs my good pre-cu stuff will still be good post-cu. So, I leave them up for sale, I sell maybe 1 or 2 crates a day. eventually they will be bought up by noobs. Now I discover that you can make useful power-ups post-cu, this is when I realize that I was lied to, cause if you can makeuseful power-ups post-CU then my good pre-cu power-ups should have converted intosomethinguseful. God I hate the devs and what they are doing to a greatgame.Worst Customer Service Ever, they never tell you anything that is happening and when tehy do, you know they are lieing to you.

Message Edited by maigy on 05-17-2005 08:35 AM



Offer all auction winnings to one of my vendors at my store.
Maigrey Master Weaponsmith, Master Droid Engineer, Master Merchant

Zayra Master Pistoleer, Master Smuggler, CM 4000

Maigrey's Weapons Coronet(radiant) WP -251, -5676
Amatron
Tue May 17, 2005 8:32 am
#96

Can someone list what Power ups can be used with what kind of weapons?
AfeeElandra
Thu May 19, 2005 6:06 am
#97






Amatron wrote:
Can someone list what Power ups can be used with what kind of weapons?






Your account has been registered for nearly 2 years and you don't know about powerups?


Ok......


There are 2 types - ranged, melee and grenade. The description will tell you which type they are. Each category has a sub-type, the sub-type (grip, barrel etc) determines exactly what the Pup does.






A smiley-tongue will protect me from all flames
Tongues for teh win!
Amatron
Thu May 19, 2005 9:19 am
#98





Hey Afee

Guess I should have been a little more specific. I know which types of Power Ups there are, what they doand what they are called. My question was ' what kind of weapons they can be used on', but I did not point out that I'm only interested in what Power Ups I can use with pistols. WhenI look at the description and/or the schematics, it does not giveme that information. CU changed some of the 'usages' of Power Ups, as an example, a Tuning Coupler could be used on any ranged weapon. That is no longer true, the weapon must now be able toinflict 'Elemental Damage' for the Power up to work, it's a matter of fact, no other weapon will accept a Coupler unless it has 'Elemental Damage' capabilities. Here's another thing that threw me off, I had many crates of Muzzles rated 16.33% Min Damage and 33.16% Max Damage before CU. Want to know what CU changed tem to? All High Powered Barrels, really cool since they can only be used on Rifles and I'm a Pistoleerand I made them for my pistols. So you see, Afee, it's not a straight line issue.


What I have learned in my two years of playing is that all does not seem the way it sounds and reads. Savesme a lot of headaches and resourcesand allows me tocraft things that I and others can use instead of assuming something and then turning out junk.


Amatron

Message Edited by Amatron on 05-19-2005 09:21 AM


Message Edited by Amatron on 05-19-2005 09:23 AM

Message Edited by Amatron on 05-19-2005 09:24 AM

Amatron
Sat Jun 11, 2005 9:12 am
#99

Yup, the barrels sure do work on pistols andI was wrong. I have also been experimenting with every kind of powerup, tracking what each type does, using an FWG5 pistol. I recorded the stats before adding powerups and compared it against the stats after adding the powerup. In my opinion, it just doesn't make any sense. Why is it calledPowerup, when itlowers some stats? (Should be called 'Lowerup', lol).


In some instances I used a Tactical Grip with an Accuracy Mod of +39 and when applied to the pistol, the Accuracy Bonus went from 0 to -49? In another instance, a Tactical Scope rated: Accuracy Mod. +18( no percentage mark) and Attack Speed of +%9 ( why is the % mark in front of the number?). Want to know the results? The Attack Speed went from 1.49 to 1.67 and the Accuracy Bonus from 0 to +45 ( but the stats said +18 )? So how much better is an Accuracy Bonus of +45? Is it worth having your weapon fire slower? If it is more accurate then how come the Wound Chance remained the same? I guess you get one extra shot through the head but causes no damage ( wound ).



My Conclusion: Smoke, my friends all a lot of smoke, another way of testing our intelligence, making it look good, when in essence, the incremental changes are a laugh. Is it really cool when your weapon's Attack Speed is increased but you miss the target because the Accuracy of the weaponhas beencompromised?


Just the facts, Jack.

Amatron
Sat Jun 11, 2005 9:14 am
#100





Ooops, sorry, must have been an important message, it duped itself!


Message Edited by Amatron on 06-11-2005 09:18 AM

Message Edited by Amatron on 06-11-2005 09:19 AM

Mariki
Sun Jun 19, 2005 9:04 am
#101






Animi wrote:

Thanks for the info.


I'm sad to see they've made damage and speed opposing pairs. It seems to me that increasing one at the expense of the other negates the benefit of the powerup altogether.


We'll have to see what the DPS numbers are with that type of powerup equipped and unequipped.






I used to do a brisk sales in pups but that is history. I don't bother making them or using them as the negative effects on them make them not worth using. All stats are important and increasing one at the expense of another now make pups useless trash. Its a shame as they seem to have put a lot of thought into pups for nothing.



Mariki Lee, Ex Rifleman
Last day Dec 2nd
Death by NGE
- All Hope Gone
Animi
Thu Jun 23, 2005 10:14 am
#102






Mariki wrote:

I used to do a brisk sales in pups but that is history. I don't bother making them or using them as the negative effects on them make them not worth using. All stats are important and increasing one at the expense of another now make pups useless trash. Its a shame as they seem to have put a lot of thought into pups for nothing.



Yeah, it's a difficult system they've put in place, but I have finally, begrudgingly accepted it. To make really good powerups under the current system, you need four things:

1. Really good resources
2. 14 experimentation points (need to be human)
3. Two amazing successes
4. Experiment efficiency as high as it will go, then drop the rest of your points into effectiveness.

Doing that, I've been able to get some decent results with very nominal negative stats. Sales aren't anywhere near what they were before the CU, but I'm hoping they'll pick up as I ramp up my marketing efforts.



Trost Bemin Profession Undecided
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- How to Fix the NGE
fabkins
Sat Jul 02, 2005 1:36 am
#103


Ive been making powerups for my own use and completely hooked, cant possibly imagine using a weapon without one. I figured other people would feel the same so i sell them.


Im on Corbantis as an example of two different styles of the same PuP (High Power Barrel):


34.01% Damage increase with 9.99% Speed decrease


20.43% Damage increase with 1.2% Speed decrease


I personnaly use SAC reducing PuPs mostly.


I definently prefer them to how they were as I can get anything between 3x - 5x the number of uses.


Unfortunantly the uses is related to efficiency. So in the above example, the more damaging but less efficient PuP (9.9% speed) will have around 300 uses and the more efficient (1.2%) will have around 460 uses.


Message Edited by fabkins on 07-02-2005 01:39 AM



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Orykko
Sat Jul 02, 2005 8:16 am
#104

I will admit I did not take the time to read all of the messages in this thread. From the messages that I have read, you need to realize that speed is not an issue. Nearly every character has two specials on different timers. They can be alternated making speed virtually a non issue (ie DPS is a little misleading). So my recommendation would be to max out the power ups main stat, and then put the rest into efficiency.

Now what I am curious about is damage power ups. Can you take a weapon beyond its max damage with a PUP?
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