Artisan Archive

Thread: Notice about Powerups

TheLemming
Sat Apr 30, 2005 6:15 pm
#1


I've seen a couple threads now about how powerups are turning out post-CU. The problems that you're having are likely due to the change in the resource requirements. The effect stats (what it adds to) is now 66% con/33% OQ. The efficiency stats are now OQ 33%/PE66%. This means that everyone needs to go out and look for stuff like liquid petrochemical fuel/solid petrochemical fuel. You get much better results with at least one of the resources having a PE value.


The second difference is that powerups don't just benefit weapons now. You need to balance the effect stat with the efficiency stat (which will reduce one of the weapon's stats). Basically, it'll take some playing around with them to get what you need now...not just a max out one stat deal.


Not sure if this was said yet, but here it is.




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GraySeven
Sun May 01, 2005 6:27 am
#2


After experimenting with resources with 900+ stats in the required fields, and field testing them with a Master Rifleman/BH, I've come to the conclusion that power-ups are indeed borked, especially when dealing with damage output.


The only times my DPS increased involved increases of less than 1 point of damage per second, and this was with the P-up stats below 10%.


Under the new system, Power-ups provide no benefit, and I will not clutter up my inventory space with crates of something that make my weapon worse.


I understand balance requiring curbs to damage output, but this did not stop the dev's from making power-ups that are useful.


For example: A powerup that reduces the condition loss to a weapon, especially for particularly damaging specials like overcharge shot.


Leave weapon speed and damage out of powerups if that is what balance calls for, but make powerups that are useful without penalties. Modify accuracy, condition loss, perhaps even make powerups that help with certain specials (ionizer barrel that helps with rooting attacks, perhaps by reducing the powerup or cooldown on a special) but make these useful again please.





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TheLemming
Sun May 01, 2005 1:06 pm
#3


There are more than just damage/speed powerups now.


Powerups can do things like increase accuracy, elemental damage, and I believe modify attack cost. Not to mention that if you're killing your action faster than a mob, there is benefit in losing a bit of DPS to hit harder for each shot.


Also note that this will greatly benefit 14 point artisans. Not having powerups maxed out in 10 points means that more points will be meaningful for them.






This post is brought to you by the letter G

I'm a forum poster that used to craft weapons, but now has nothing to craft...so I post about it. Give me a role to play and I'll be a player that posts again.

SOE's response to overwhelming player opposition
Nema0879
Tue May 03, 2005 7:57 am
#4

So justout of curiosity which ones do you think are going to be marketable?




~~~The only place success comes before work is in the dictionary~~~
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Owrute
Tue May 03, 2005 8:03 am
#5






Nema0879 wrote:
So justout of curiosity which ones do you think are going to be marketable?






Ranged Stocks look good, as do barrels. Your overal DPS may not change, but Shooting less for more damage= LESS ACTION!


I have a huge post with a ton of % numbers for every PuP listed








Owrute, Atimo, Derak, Mar'cus
Married to the sweet and beautifull Dema Moll
Father to the greatest kid around, Kea

Fyrre
Tue May 03, 2005 8:31 pm
#6

what are the best -% to spd you guys have made post CU...i havent even seen PUs made on gorath other than the bazaar, and i dont have an artisan there (do on chilastra but no longer really play there)...best i saw melee was +13 acc and -10.something% spd....if they could make that like -30% spd on melee or ranged i would pay tons cuz that makes dps soar...i did also see some -53 acc and +29% spd ranged somewhere, bought a crate and increased DPS on a pistol by over 200...just some stuff to think about, and maybe some gorath guys can contact me when they make good stuff...thx
jason67
Wed May 04, 2005 10:07 am
#7

I've made a few pups and here are roughly the stats I've been able to make(14pt artisan).


-27.05% speed(makes the weapon faster, ultimately increaseing DPS)

-11 Accuracy


I made another set to completely remove the negative values for those that are interested in that as well they are as follows...


-18.89% speed

-0 Accuracy


So far these are the best pups I've found to make, but will keep looking, I'm also looking into the ones that reduce the special actions cost as I think those will become valuable.


For those of you wondering that's with 14 experimentation points(+25 aritsan exp in tapes, + behind human gives a +15 bonus). I also used resources that were all like 990+ in their respective stats. I've seen many people try to max out the speed mod which caps at roughly -30%, but with insane accuracy penalties in the range of -35 or even higher, which just wasn't worth it to me when I could get the -27% ones with only -11 accuracy lol. I could hit the 29.xx speed if I wanted with an accuracy penatly of something like -18, but it seemed like a waste, and I wanted my weapons to still be in the positives for accuracy(my weapons have +17 accuracy).





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