Artisan Archive
Thread: Meaning of Weapon Power-Up Names -- USEFUL!
Ever wondered what a "Muffled Muzzle of Braking" does for your gun? Or what a "Taper-Bored Barrel of Condensing" really means? Well here are the actual explanations for all the different type of Ranged Weapon Power-Ups available in SWG and also for crafters, which type of power-up you should try to craft in order to get a specific boost for your weapon.
Each Power-Up has a Primary boost and an additional Secondary boost (the first and last part of its name, eg. "A Hair-Trigger Grip of Aiming"). These are randomly chosen from while crafting and are different for each type of Power-Up (Barrel, Scope, Grip, Melee etc)...
Below is a complete list of these random boosts by name and effect.
From this list you can clearly see what combinations of Primary and Secondary boosts are available and so you can quickly see what type of Power-Up you want!
(Note: The primary boost is roughly twice as much as the secondary on a well crafted item. Also some Power-Ups may include a minor, randomly-selected, third "boost". These are always very small, however.)
Updated! Now includes Melee.
Here are the complete names:
Barrel
Primary:
Ported (Health Cost Reduced)
Smoothed (Point Blank Attack Mod)
Taper-Bored (Wound Chance Increase)
Missing
Secondary:
Alignment (Ideal Range Attack Mod)
Concentration (Max Damage Increase)
Dampening (Mind Cost Reduction)
Condensing (Ideal Range)
Coupler
Primary:
Short-Circuit (Min Damage Increase)
Quick-Charge (Attack Speed)
Hot-Wired (Max Damage)
Tweaked (Pup wpn action cost aka 'Action Cost'))
Secondary:
Overpowering (Idea Range)
Compensation (Mind Cost)
Searing (Point Blank Attack Mod)
Missing
Grip
Primary:
Hair-Trigger (Attack Speed)
Ergonomic (Ideal Range Increase)
Lightened (Pup wpn attack cost aka 'Action Cost')
Fitted Grip (Idea Range Attack Mod)
Secondary:
Aiming (Min Damage Increase)
Steadying (Max Range Attack Mod)
Reckoning (Wound Chance Increase)
Recoil-Deadening (Health Cost Reduction)
Muzzle
Primary:
Scattered (Point Blank Mod)
Muffled (Mind Cost Reduction)
Polished (Wound Chance)
Tuned (Max Damage)
Secondary:
Braking (Health Cost)
Focusing (Max Range Mod)
Sighting (Min Damage)
Flaring (Point Blank Attack Mod)
Scope
Primary:
Powered (Mind Cost Reduction)
Ranged (Ideal Range Attack Mod)
Calibrated (Max Range Attack Mod)
Precision (Min Damage Increase)
secondary:
Pin-Pointing (Wound Chance Increase)
Targeting (Attack Speed)
Tracking (Pup wpn attack cost action aka 'Action Cost')
Missing
Melee
Primary:
Extending (Ideal Range)
Balancing (Heath Cost Reduction)
Compensating (Mind Cost Reduction)
Barbing (Point Blank Attack Mod)
Secondary:
Accuracy (Ideal Range Attack Mod)
Control Enhancement (Speed)
Wounding (Wound Chance)
Refining (Max Damage)
Effects
It's all well and good knowing what each phrase means, but what exactly do these boosts do??
HAM Stats
Health Cost - Reduces the cost of RED (Health) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Mind Cost - Reduces the cost of BLUE (Mind) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Pup wpn attack cost (aka 'Action Cost') - Reduces the cost of GREEN (Action) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Combat
Wound Chance - Increases the chance of wounding your enemy
Max Damage - Increases the maximum damage your weapon is capable of
Min Damage - Increases the minimum damage your weapon will do
Attack Speed - Reduces the time between reloads (allows you to fire more often in a given time period)
Range
Ideal Range Attack Mod - Increases the power of your gun at its 'Ideal Range' (your gun's 'Ideal Range' is a set distance that it supposedly works best at, e.g. 14 meters)
Ideal Range - Increase your guns 'Ideal Range'
Point Blank Attack Mod - Increase the power of your gun at point blank range
So an Ergonomic Grip of Recoil-Deadening will Increase Ideal Range and Reduce Health Costs.
Remember: There's no such thing as a negative power-up... they all do something positive!
I know there a few boosts missing, if you know the name of these please give me a shout! Thanks!
I think the best combination must be: Hair-Trigger Grip of Aiming - Speed and Min Damage boosts!
But what are the best upgrades for each weapon type (Pistol, Carbine, Rifle or Melee)? Anyone have any ideas what each person wants most for their weapon?
Thanks for any feedback!
~ Neutral
"House of Goethe" -Fine Weapon Upgrades- Now with boring white sign!
Valcyn, Tatooine, Mos Eisey, 2588 -4428 !!
Now that I can name the powerups Icraft, I've just been putting what they do on the title:
30-Speed, 15-Max Range Attack Grip
That one I like for my Rifle.
Hopefully, that's easier for people looking for what they want on the bazaar.
Popular- Coupler - Increased Atk Spd/Mind Cost
I guess each artisan have his own way to namePUs in a more descriptive way than default. Here is my system:
[Crafter] [PU name] of[lower booster] & [Higher booster] [value 1]/[value 2]
e.g.: Pepe's Scoop of Speed & Action 15/30
If one gets more than 2 boost just use comas and and another backslash for each aditional value; e.g.:
Pepe's Stock of mDmg, Health & IRange 7/12/24
for a Stock with boostson Minimum Damage, Health and Ideal Range.
SatchChackr ![]()
What you'll get when you start the combine is completely random. But if you pay attention while you're expiramenting, you'll see what you're making so you can decide to Prototype/Schematic/Practice accordingly.
And my current format for naming is [type]: [stat 1] nn%/[stat 2] nn% (ie -- Grip: Attack Speed 32%/Min Damage 16%, those get made into schematics....)
Good job!
Did you copy this from the SWGcraft forums?
Ive seen this before
This is a great post Neutral. Thanks for compiling it.
Bianca Minola