Artisan Archive
Thread: Powerups effecting 3 stats
Somehow I made a powerup that adds to 3 effects: +31% mind, +16% range attck, +5% attack speed.
I've since crafted a whole heap more trying to make a schematic, and have yet to succeed in reproducing that magic that got me 3 effects. I'm using materials that let me experiment up to 99% now (wasn't when I made the original one).. but for the life of me, all I get is powerups with two bonuses.
Does anyone have any insight into what stat (if any) effects how many bonuses you get on a powerup? There's nothing in the schematic that sheds any insight other than the Effectiveness (hitting 99% reliably on that 'cos of 990 and 993 OQ ingredients)?
Thanks
Geno
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The Mercantile
Theed, Naboo, Tempest
I have some 32% speed, 16% min damage, 5% point blank bonus powerups that sell like hotcakes.
I seem to get a 3rd bonus more often if I put my first experimental point into durability, before putting the the rest into effectiveness. Regardless, it still is pretty random.
I got one of those and made a schematic at that point instead of a prototype. Now I've got several crates of them. The add seems to be random with some types being more likely to get some types of bonuses (couplers and grips seem to get speed ones more often).
A list of what people have seen might be useful.
I am a masrter artisan. I can regularly get the 3 mods for my power-ups. I tested making them many ways and this is the only wayI get the 3 mods.Using high quality materials +800 and crafting them using a +30 crafting station with my +2 crafting tool. Works almost every time.
Sorry about this question little off-topic but, which stats are those +30 in the station and +2 in the CT?
'till next ![]()
Can you check the stats on the chemical you use? How regularly do you manage tho get 3 stats?
My station is 34.5, my tools are 12.9, and the best metal I've been using is OQ 993, and chemical OQ 990. I'm hitting 99% easily on effectiveness, and sometimes getting a spare point left for durability when I Amazing Success.
I've tried with a variety of metal types with OQ higher than 900 including copper, steel and aluminum.. and different chemicals, fiberplast, oill and polymer (also all over 900 OQ). I managed one eventually with the steel a second time, but not sure if this was a fluke or something to do with the stats.
This is either random, or the chance of it goes up according to another stat, and the schematic just doesn't let us know which.
Geno.
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The Mercantile
Theed, Naboo, Tempest
Thanks for the feedback.. I'll give the 1 point durability a try and see if it makes a difference (I'm getting 28% durability before experimentation)
Geno
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The Mercantile
Theed, Naboo, Tempest
OK I am out of that exact material I was using. Not sure what I was usingI will check when I get back in game to see if I can track it down.
Now Ithink that I was only getting three stats on couplers. Scopes and the others only two.
I experiment one point at a time. I get effectivness up to a good point then move to durability. I experiment close to equal points to each. I have to experiment in both areas to get the third stat. The thirdstat pops up during the durability experimentation. Works like 2 of 3 times or so.
yes its possible and yes its reproducable reliably. In fact you can acheive 4 stat powerups if lucky.
Here is what i do ... currently using materials that will give a 29% initial build.
First drop ONE point into durability... should put that at 36% ish
Then put one point into effectiveness at a time. By the time effectiveness hits 60% you should have 3 stats if you are luck then by the time you hit 80% you may have 4 stats.
For a tri stat item normally percentages are like this 30\15\7.5
For the 4 stat ones.. harder to nail down... but i have seen 28\15\8\4.