Artisan Archive
Thread: Notice about Powerups
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.
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.
Nema0879 wrote:
So justout of curiosity which ones do you think are going to be marketable?