Artisan Archive
Thread: Should I learn to cook to make better power-ups? (A serious question)
I am at Engineering IV and slowly grinding to weaponsmith. It occurs to me that I can buy the first two blocks of the cooking/tailoring tree with only a minor setback to my grinding time.
Is it worth it if I don't want to be a chef/tailor? Will the extra point in experimentation/assembly improve my powerups significantly?
I keep hearing people getting "+90%" powerups -- the best I have ever made, with OQ 950+ resources and 'Amazing success' in experimentation is about +30%. (This is the final bonus...the experimentation number is something like +78%)
Should I keep grinding to weaponsmith unhindered, or toss 1500 XP at cooking/tailoring?
I only play an hour or two a night, don't macro sample, and am not in a PA, if this matters to giving advice.
the 90% they're referring to is the experimented value, not the actual bonus. And yeah, the points can make a pretty big difference. In fact, it's actually 5 more experimnetation points for a total of 10 vs 6 or whatever you get by just maxing out the Engineering tree.
I can get my powerups up to 96% efficiency.
It does help your powerups yes.
So my answer would be yes, unless you only plan on selling powerups until you can make weapons, then don't bother.
Be warned though, as a weaponsmith you probably won't sell anything until you get near master.
(Though I've noticed a real plummet in powerup sales. I am making better and better powerups, but selling fewer. Is it competition from people with stores, or what? I'm on Rori, if that matters...)
An upcomming change on TC, states that you will be able to REMOVE power-up's from a weapon.
This might increase the demand, you will be able to drop the one you are using and put in a better one.
Doesn't say if you can put them into another weapon, of if they are destroyed or not. Will check when I get a chance to login to TC...
Here is the text, along with the changes to power-up's:
Added the ability to voluntarily remove powerups from weapons.
Powerup crafting: experimenting on a powerup will now be reflected real-time in the item attributes window.
Powerup crafting: powerup names may now be changed and will reflect the crafted name if altered.
Powerup crafting: experimentation on a powerup now increases the initial attribute values instead of re-rolling them.
Powerup crafting: powerup schematics should now receive the appropriate attributes of the final experimented prototype.
Powerup manufacturing: per above, crafted powerups will now be identical to the final attributes of the prototype in the experimentation window.
Update:
The power-up's are destroyed when you remove them.....