Artisan Archive

Thread: Pre-CU Powerups vs. CU Powerups?

phujitiv
Thu Apr 28, 2005 3:15 pm
#1

I have 3 vendors full of Grenade, melee, and ranged powerups from the old system. Their positive stats are now +14 while the negative stat is +9... if you know what I mean. Before they were +33 and +16 in the old system. I have tried crafting new powerups, but it seems that I either make them for high efficiency or for high damage. First of all... what should I do? keep the current ones with +14/+9 or make new powerups? If I make new powerups, do I lean towards damage and stuff or toward efficiency?


I didn't know the CU was coming so quick and I crafted a ton of powerups!!! Silly me!


Also, the new requirements of CO/OQ or PE/OQ make crafting the powerups harder.



I'm looking for some kind of consensus on what people think so far.
Ewach
Thu Apr 28, 2005 5:08 pm
#2

I'm not even going to bother making them - with the good vs. bad stat tradeoff, you get (at the most) a 1% increase in the DPS of the weapon.


I doubt people are going to pay (or pay very much) for such a trivial increase when it will also cause their weapons to deteriorate faster.






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Uneeda
Thu Apr 28, 2005 7:55 pm
#3


They renamed them!! And you can't tell they renamed them until you buy it. So anyone thinking they're getting a Uneeda Muzzle +33/+16 is getting a barrel that does something else.


I'm gonna make about 10 crates of different ones and see what sells. Just Like (Starting Over)


If anyone can post some sales stats later onit'd help us all.



DunkinSPE
Thu Apr 28, 2005 8:20 pm
#4

Just would like to point out this to your issue about stats guys.


-NEW- [Vendor Sales Require Relisting] -NEW-
Due to the new changes in many of the items within the game world, all items that are being held in the Commodities Market Database must be removed from vendors and the bazaar to process full conversion. The old system and new system formats are not compatible, and items that have not been removed and relisted will not display correctly under the new system interface.


........................


Also, be aware that the factory crate may have both stats listed as +/+ but when you get an item from the crate and examine it you will see one stat go negative so -/+ for yourpowerups.


From the looks of it though Pre-CU powerups may have certain advantages over anything you can craft now, but it seems to be more or less the luck of the draw.


Also, pay close attention to your stat modifers once you equip a weapon with a powerup. I equipped a coupler that actually doubled the DPS on a CDEF I was testing as well as it's attack speed. As soon as i get some more time to research this I will post more details.


For right now though powerups have +/- when experimenting that may make them not worth the trouble to produce in mass quantity.






Dunkan Devlin
D^2
Imperial Master Sgt.
C.O. Requiem Squadron - Mayor Specter Hill, Talus
Master Artisan, Master Architect, Master Merchant, Non-Macro Crafting
"Forum Amigos...Post Trolling for Justice."
EZDude
Fri Apr 29, 2005 7:00 am
#5

I didn't know whether to reply to this message or start a new post, but here goes...


I have noticed similiar issues with PUPs. In fact, I just relisted over a thousand PUPs on my vendors. As stated, the PUPs show up in the vendor with the original name and statistics. However, after you purchase it and it shifts to your inventory, then the name changes to the post-CU generic name and all the stats convert to the new type of PUP. So you really have no idea what you are buying until you actually make the purchase. The only way to list your items accurately is to withdraw the sale and then resell the PUP. I actually withdrew the sale, then retrieved the item so that it shifted to my inventory, then sold the item. All the items then listed correctly on the vendor. It was a realy pain the rear to do this, but I did so that my customers could see exactly what they were buying. BTW, this is just another rediculous side effect of the CU. We should not have to go through the time and effort to relist everything just because the devs decide to change the format of the game.. blah blah blah I could go on forever about my disgust with the game, but it is of no use


The other thing to note, as stated previously, the new PUPs actually state that they will affect the decay rate of the weapon they are used on. This really stinks because nobody in there right mind would use a PUP if it is going to cause addtional damage to their weapon unless they have an ADK on it or it's a POS weapon. PUPs were my biggest seller and now my main source of artisan income is gone... Thanks DEVs!!


good luck everyone





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xDiggerx
Fri Apr 29, 2005 1:54 pm
#6

Yes, Powerups converted over pretty lousy. Oh well, it's not like we have thousands invested in each crate. The converted versions are pretty bad compared to what you can make now, so if you value your reputation I suggest deleting all your old crates of powerups and take the loss. This is what I did. I think you can claim that loss on your SWG Taxes next Spring!


As for making new powerups and comments from folks that they won't sell. BUNK! I listed that I had new crates available in our galaxy forums yesterday and last night I sold over 50 crates of ranged and melee powerups, so they will sell if you make them good enough.


I have found that the trick is picking a good combination of OQ/CD and OQ/PE and not weighting it heavily one direction. I am using a mineral (copper) with OQ/CD of mid 900's (on both). I then am using a Liquid Petrochem with OQ/PE in the mid 900's. When combined I start with crafting lines of around 28% on both Efficiency and Effectiveness. I ramp up either one and watch how the other is impacted. I try to get as high as possible on the Effectiveness (to make it worth buying) without giving up too much on the Efficiency side. Some examples of my first pass stuff I am factory running below.


Ranged Powerups


+26 Damage Mod Increase/+7 Attack Speed Mod - Increases the damage by 26% and slows down the weapon by 7%. On my T21's for instance this was a damage boost of over 250pts and a speed reduction of only 0.5. I will take that trade off any day. And I tried dozens of combo's on how the DPS was impacted...granted, some combo's were a wash or actually worse off with the powerup in place....but the above combo for instance boosted my rifle DPS's by a very significant amount.


+26 Attack Accuracy Mod/-6.9 Attack Speed Mod - Huge improvement in accuracy but a speed reduction again of 6.9%. For hitting more often I consider the slower speed aminimal hit. For Master level combat prof's not even sure if this speed hit is significant.


+22 Attack Speed Reduction/-5 Accuracy Mod - A 22% bump in attack speed with a drop in accuracy of only 5%. In this game of waiting for specials to load up, etc.. speed might be the answer. It will take a few weeks for combat prof's to see what works best for them.


The great thing is I can make pretty much the exact same powerups in Melee as well. For now I am listing on my vendor the melee damage/attack speed powerup (my first ranged listing) but will be making the other runs tonight. Right now I have 6 factories doing full runs of the new powerups.


In all cases with these, checking them on ranged weapons and also on some melee weapons, the DPS made significant improvement. If you craft them right you can make a positive impact when used on a weapon. Just don't sell junk. I always used 1000 OQ materials before in making my powerups.....and while I certainly want to improve my materials now you just have to realize that with OQ/CD and OQ/PE your always going to have something getting a big "0" in your stats.....no mineral/chem combo's have all 4 of those on both....so you have to pick and choose.


Max out the benefit of the pu while keeping the cost to a minimum...and powerups will sell. So they might impact the decay on your weapon a bit? Big deal. Weapons are made to use and if they break they break, buy another one. If your weapon is uber you have a decay kit on it anyway....and folks with ADK's should certainly be using Powerups.


Good luck.






xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
Euprivia
Sun May 01, 2005 8:59 am
#7

I still have the Thrown Weapon PUPs in my datapad, but there is no effect listed even though I can experiment the effectiveness with high CD / high OQ materials. Has anyone figured out if they do anything?
xDiggerx
Sun May 01, 2005 9:27 am
#8

Just as an FYI also to folks saying powerup sales are dead.............. I sold 154 crates yesterday and that would have been higher but I sold out!


If you have not figured it out yet....Speed Powerups jack up the DPS on most weapons like you would not believe. So, the demand is there, as an Artisan supply it!







xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
Manding
Sun May 01, 2005 10:46 am
#9

some of my old 33 max damage 16 min damage changed to +29 damage +16 speed after i took them out of the crates. so i pulled all mine off the vendor to keep as a stash i gues..
CasualMaker
Mon May 02, 2005 12:11 am
#10



Ewach wrote:

I'm not even going to bother making them - with the good vs. bad stat tradeoff, you get (at the most) a 1% increase in the DPS of the weapon.

I doubt people are going to pay (or pay very much) for such a trivial increase when it will also cause their weapons to deteriorate faster.





Some people over in Weaponsmith forum had an interesting take on this: trading speed for more damage, even with a small DPS loss, isn't necessarily a bad thing. This is because it effectively reduces the Action cost - fewer shots, less Action spent.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
xDiggerx
Mon May 02, 2005 12:49 am
#11








Manding wrote:

some of my old 33 max damage 16 min damage changed to +29 damage +16 speed after i took them out of the crates. so i pulled all mine off the vendor to keep as a stash i gues..






Ummm, you might check those. I am guessing your DPS goes way backward. The +16 speed is a COST to the speed of the weapon. It slows it down. All my 33/16 old pre-CU pups converted the same way. It's why I deleted all my crates as I didn't want customers buying them with negative results.


You can craft new pups for damage that are around +26 damage mod improvement and a speed cost of -7. Much better net result (26 benefit/7 cost) than a 29/16 combo.





xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
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