Artisan Archive
Thread: Questions about Ranged Weapon Powerups
I got a scope powerup made with the following stats:
- Pup (PvP?) Wpn Attack Cost Action +15.61%
- Min Damage +31.82%
- Wound Chance +8%
1. What is the "Pup" thing? Is it a typo for "PvP"?
2. If it's PvP, does that mean that your special attack on a PC will cost you 15% less Action? Or does it mean that your attack will cause the PC an additional 15% Action damage?
3. I haven't seen any other "Action" powerup, come to think of it. I've experimented on muzzles, couplers, grips, stock, and scopes, and I don't think an Action mod has come up for me. Does anyone have examples of where you'd find this mod? From my own (limited) experience as a pistol marksman, Action costs are more significant than Health and Mind, and I sure could use more of a powerup there than with the other stats.
4. Is this a fairly good powerup for faction fighters?
Sigh. There's so much undocumented stuff in this game sometimes the mind does boggle. ![]()
I posted this on the Artisan board but I'm not getting much response. So I'll try it here, weaponsmiths ought to know about these things:
I got a scope powerup made with the following stats:
- Pup (PvP?) Wpn Attack Cost Action +15.61%
- Min Damage +31.82%
- Wound Chance +8%
My questions:
1. What is the "Pup" thing? Is it a typo for "PvP"?
2. If it's PvP, does that mean that your special attack on a PC will cost you 15% less Action? Or does it mean that your attack will cause the PC an additional 15% Action damage?
3. I haven't seen any other "Action" powerup, come to think of it. I've experimented on muzzles, couplers, grips, stock, and scopes, and I don't think an Action mod has come up for me. Does anyone have examples of where you'd find this mod? From my own (limited) experience as a pistol marksman, Action costs are more significant than Health and Mind, and I sure could use more of a powerup there than with the other stats.
4. Is this a fairly good powerup for faction fighters?
Sigh. There's so much undocumented stuff in this game sometimes the mind does boggle.
A Tweaked Coupler of ___________ will give the primary stat mod to action cost, i.e. 33% action cost reduction.
Pup = "Action Special Move Cost" This is just like a mind special move cost, but name is borked. (If you actually apply it to a weapon it will list the correct name in the affects on the weapon)
/bug it to let the devs know that it is still happening, and important.
Hmm. This doesn't make sense. I had all "amazing" or "great" successes while assmbling and experimenting on this powerup. And so was quite happy to see it coming out with 3 attributes as opposed to the usual 2. Now why would experimentation successes reward you with an *increase* in Action costs?
I haven't had the chance to put one of these on a gun yet, as suggested, because I've been concerned with the factory problems since the last big patch, and I'm waiting for things to go back to normal before running the schematic through. However I don't have that much extra material to waste on a PU that won't be useful, so therein is a big dilemma: to make a factory run or not?
Again, I sure wish there was better documentation or communications from the Devs so we can understand a bit more what's going on. Half the time, we don't. ![]()
They really should change it to a (-) to avoid confusion.