Artisan Archive

Thread: New Powerups on TC-5 *listing*

maigy
Thu May 19, 2005 9:26 am
#1






Amatron wrote:




Hey Afee

Guess I should have been a little more specific. I know which types of Power Ups there are, what they doand what they are called. My question was ' what kind of weapons they can be used on', but I did not point out that I'm only interested in what Power Ups I can use with pistols. WhenI look at the description and/or the schematics, it does not giveme that information. CU changed some of the 'usages' of Power Ups, as an example, a Tuning Coupler could be used on any ranged weapon. That is no longer true, the weapon must now be able toinflict 'Elemental Damage' for the Power up to work, it's a matter of fact, no other weapon will accept a Coupler unless it has 'Elemental Damage' capabilities. Here's another thing that threw me off, I had many crates of Muzzles rated 16.33% Min Damage and 33.16% Max Damage before CU. Want to know what CU changed tem to? All High Powered Barrels, really cool since they can only be used on Rifles and I'm a Pistoleerand I made them for my pistols. So you see, Afee, it's not a straight line issue.


What I have learned in my two years of playing is that all does not seem the way it sounds and reads. Savesme a lot of headaches and resourcesallows me tocraft things that I and others can use instead of assuming something and then turning out junk.


Amatron

Message Edited by Amatron on 05-19-2005 09:21 AM


Message Edited by Amatron on 05-19-2005 09:23 AM





Try again, all ranged power ups work on any ragned weapon, granted the elemental damage ones may not work on non-elemental weapons, but all the other power-ups will work on any ranged weapon. My High power-barrels work perfectly fine on my pistols, granted I dislike the results as will you if you equip one of your old power-ups, my old power-ups now reduce the DPS of my weapon.




Offer all auction winnings to one of my vendors at my store.
Maigrey Master Weaponsmith, Master Droid Engineer, Master Merchant

Zayra Master Pistoleer, Master Smuggler, CM 4000

Maigrey's Weapons Coronet(radiant) WP -251, -5676
Amatron
Sat Jun 11, 2005 9:12 am
#2

Yup, the barrels sure do work on pistols andI was wrong. I have also been experimenting with every kind of powerup, tracking what each type does, using an FWG5 pistol. I recorded the stats before adding powerups and compared it against the stats after adding the powerup. In my opinion, it just doesn't make any sense. Why is it calledPowerup, when itlowers some stats? (Should be called 'Lowerup', lol).


In some instances I used a Tactical Grip with an Accuracy Mod of +39 and when applied to the pistol, the Accuracy Bonus went from 0 to -49? In another instance, a Tactical Scope rated: Accuracy Mod. +18( no percentage mark) and Attack Speed of +%9 ( why is the % mark in front of the number?). Want to know the results? The Attack Speed went from 1.49 to 1.67 and the Accuracy Bonus from 0 to +45 ( but the stats said +18 )? So how much better is an Accuracy Bonus of +45? Is it worth having your weapon fire slower? If it is more accurate then how come the Wound Chance remained the same? I guess you get one extra shot through the head but causes no damage ( wound ).



My Conclusion: Smoke, my friends all a lot of smoke, another way of testing our intelligence, making it look good, when in essence, the incremental changes are a laugh. Is it really cool when your weapon's Attack Speed is increased but you miss the target because the Accuracy of the weaponhas beencompromised?


Just the facts, Jack.

Amatron
Sat Jun 11, 2005 9:14 am
#3





Ooops, sorry, must have been an important message, it duped itself!


Message Edited by Amatron on 06-11-2005 09:18 AM

Message Edited by Amatron on 06-11-2005 09:19 AM

Mariki
Sun Jun 19, 2005 9:04 am
#4






Animi wrote:

Thanks for the info.


I'm sad to see they've made damage and speed opposing pairs. It seems to me that increasing one at the expense of the other negates the benefit of the powerup altogether.


We'll have to see what the DPS numbers are with that type of powerup equipped and unequipped.






I used to do a brisk sales in pups but that is history. I don't bother making them or using them as the negative effects on them make them not worth using. All stats are important and increasing one at the expense of another now make pups useless trash. Its a shame as they seem to have put a lot of thought into pups for nothing.



Mariki Lee, Ex Rifleman
Last day Dec 2nd
Death by NGE
- All Hope Gone
fabkins
Sat Jul 02, 2005 1:36 am
#5


Ive been making powerups for my own use and completely hooked, cant possibly imagine using a weapon without one. I figured other people would feel the same so i sell them.


Im on Corbantis as an example of two different styles of the same PuP (High Power Barrel):


34.01% Damage increase with 9.99% Speed decrease


20.43% Damage increase with 1.2% Speed decrease


I personnaly use SAC reducing PuPs mostly.


I definently prefer them to how they were as I can get anything between 3x - 5x the number of uses.


Unfortunantly the uses is related to efficiency. So in the above example, the more damaging but less efficient PuP (9.9% speed) will have around 300 uses and the more efficient (1.2%) will have around 460 uses.


Message Edited by fabkins on 07-02-2005 01:39 AM



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Orykko
Sat Jul 02, 2005 8:16 am
#6

I will admit I did not take the time to read all of the messages in this thread. From the messages that I have read, you need to realize that speed is not an issue. Nearly every character has two specials on different timers. They can be alternated making speed virtually a non issue (ie DPS is a little misleading). So my recommendation would be to max out the power ups main stat, and then put the rest into efficiency.

Now what I am curious about is damage power ups. Can you take a weapon beyond its max damage with a PUP?
fabkins
Sat Jul 02, 2005 11:45 am
#7

Yes it goes beyond the Caps. This seems to apply to everything Ive seen so far. Hence the SAC on my carbine with SAC PuP is 64.


One very misleading thing though is that a 34% damage will not increase the max damage by 34%. It will actually increase max damage by 17% and min damage by 17%.


Fab





Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

Feomatar
Mon Jul 11, 2005 5:13 am
#8


fabkins wrote:

Yes it goes beyond the Caps. This seems to apply to everything Ive seen so far. Hence the SAC on my carbine with SAC PuP is 64.

One very misleading thing though is that a 34% damage will not increase the max damage by 34%. It will actually increase max damage by 17% and min damage by 17%.

Fab





Hmm.. for me damage powerups don't work in the way you explained it. They seem to be bugged.

Without a powerup my E11 mk2 carbine has the stats: 462 - 1050 dmg
With a +32,37% dmg powerup it has: 611 - 1199 dmg

As you can see, the minimum damage has increased by 32,25% but the maximum damage only by 14,19%.

Using the same powerup on my Elite (513 - 1039 dmg) i get a 32,16% min damage and a 15,88% max damage increase: Funnily enough, before using powerups the E11 had a higher max damage, afterwards the Elite tops it.

Note: The Elite is a pre-cu converted weapon and the E11 is made post-cu and crafted with prenerf (+40/+40 min/max) stocks.



SAC & speed powerups work very well for me.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
Hal_CH
Mon Jul 11, 2005 5:36 am
#9






Feomatar wrote:




fabkins wrote:

Yes it goes beyond the Caps. This seems to apply to everything Ive seen so far. Hence the SAC on my carbine with SAC PuP is 64.


One very misleading thing though is that a 34% damage will not increase the max damage by 34%. It will actually increase max damage by 17% and min damage by 17%.


Fab








Hmm.. for me damage powerups don't work in the way you explained it. They seem to be bugged.

Without a powerup my E11 mk2 carbine has the stats: 462 - 1050 dmg
With a +32,37% dmg powerup it has: 611 - 1199 dmg

As you can see, the minimum damage has increased by 32,25% but the maximum damage only by 14,19%.

Using the same powerup on my Elite (513 - 1039 dmg) i get a 32,16% min damage and a 15,88% max damage increase: Funnily enough, before using powerups the E11 had a higher max damage, afterwards the Elite tops it.

Note: The Elite is a pre-cu converted weapon and the E11 is made post-cu and crafted with prenerf (+40/+40 min/max) stocks.



SAC & speed powerups work very well for me.





Ahh thought this was well known, +damage PuPs increase both the max and min damage by the %increase of the min damage.


If you look in your example both the max and min damage is increased by +149, which is the 32ish % of the min damage (pups and slices always round down)
Feomatar
Mon Jul 11, 2005 6:18 am
#10


Hal_CH wrote:

Ahh thought this was well known, +damage PuPs increase both the max and min damage by the %increase of the min damage.
If you look in your example both the max and min damage is increased by +149, which is the 32ish % of the min damage (pups and slices always round down)



Ah, i see. Thanks.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
seshinn
Mon Jul 11, 2005 2:48 pm
#11






fabkins wrote:


Im on Corbantis as an example of two different styles of the same PuP (High Power Barrel):


34.01% Damage increase with 9.99% Speed decrease







My stats on Ahazi are close to this, I get 34.86% damage increase, and 8.33% speed decrease


I went and got a few resource kits and got the best mineral and chems that ever spwan on Ahazi..and I am a 14pt Human Artisan.. I get the same stats on the inertial fluctuator kits (Melee damage)


I will post my stats on speed and SAC pups later tonight








Spectre
Drop off vendor
Rori, New Banir
-3739 -5528

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