Artisan Archive

Thread: Powerups, which possible combinations?

Bermag
Wed Feb 25, 2004 4:37 am
#1

I know about the FAQ which is on allkahazam and other sites. But I think it is no longer valid. For example it doesn't list max dam as possible on melee powerups. Soem say tha max damage is possible as primary stats on melee but I have not been able to make any yet (might be just bad luck)

Anyone got a COMPLETE list of which attributes are possible (primary + secondary) on powerups?



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
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Asteroids
Wed Feb 25, 2004 5:38 am
#2

Yes we could do with a definitive list. I'm still using the one from Allakhazam too. But its well dated.


If I get time later I'll make a bunch and note down the results. Then perhaps we can all chip in whenever we see one not on the list.


Or, hopefully someone already has a up to date list.
Asteroids
Wed Feb 25, 2004 7:11 am
#3

I've just had a crafting session on melee power-ups. Here are the attributes:


Primary:



Pup Wpn Attack Cost Action


Point Blank Attack Mod


Ideal Range


Mind Cost


Health Cost



Secondary:



Attack Speed


Max Damage


Min Damage


Max Range Attack Mod


Wound Chance


Ideal Range Attack Mod



A couple of observations:


I'm not too sure what the difference is between Ideal Range and Ideal Range Attack Mod - I've had both attributes on the same power-up.


I got alot of three and a few four attribute power-ups. For the 3 attribute ones, it appears the third attribute comes from the secondary list as I never got a third attribute from the primary list (though I'll keep checking this theory each crafting session).


The best combo. I could come up with was Mind Cost as Primary, Max Damage as Secondary, and a bonus stat of Min Damage.


Jnath
Wed Feb 25, 2004 7:59 am
#4

The difference between ideal range and the ideal range attack mod is that ideal range increase the physical distance that you get the max attack mod at. While the ideal range attack mod increase the attack mod number for your ideal range.


For expample on a ranged weapon, a powerup of the ideal range makes it go from say, +30 @ 20 meters to +30 @ 25 meters (depending on the effectiveness of the powerup). A powerup of the ideal range attack mod would change +30 @ 20 meters to +35 @ 20 meters.





Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
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