Artisan Archive

Thread: Power Ups,

Zolac1999
Mon Dec 22, 2003 8:31 am
#1

I am a bit new to the weapon powerup line and was hoping to get some help from you profesionals.


1) Does it matter what type of minerial / chemial I use? Is it okay as long as they are high OQ?


2) I see there a several types, as I craft each one i cannot tell what they are suppose to do. Grips, handles, scope, etc. It seems to be random. Is there a way to make it do something? IE increase range, decrease mind costs. Or do I just have to make a dozen or so till i get a schematic I like....


3) What is a good guidline of what to expect with results? For say damage, range, and melee damage...


Thank you in advance for you effert, It will save a man alot of hair loss...




Shamarra
Chalise // Elder Dancer
Ardent // Medic
Formerly known as Amaya Austin ofRogue Squadron, Tarquinas

Erlkoenig
Mon Dec 22, 2003 8:52 am
#2

A great post on weapon powerups and what they do and what their names mean.



Earen
Master Artisan
Master Armorsmith

"Well I'm loosing 500cr for every vehicle I sell, but I'll make up for it in volume!" - Popular Theory on How Crafting Classes Should Set Prices
Animi
Mon Dec 22, 2003 2:16 pm
#3






Magic-juan wrote:
You can actually get 5 mods, I have done it about 6 times after experimenting 1 point at a time. That last time it came out to something like 25/12/8/8/7/5 and the previous time it was 32/16/9/8/7/4. However those 6 times were spread over two months and I was experimenting about 1hour ever couple of days, soyou can see how rare it is.





5 mods usually come when there are two stats after the initial combine and then you get a crit fail somewhere down the experimentation line. Both of the examples you gave actually have 6 mods, and I have never seen that happen. The first example I can believe if you take out one of the 8s. The second example is not likely to ever occur, so I think you are mis-remembering.


That being said, yes, multiple stat mods are possible. The best way to get them is to experiment 1 point at a time. Additionally, the second stat to pop has to get "stuck" for you to have a chance at getting three stats. If that second stat goes up over 8.58, you are going to be stuck with a two stat powerup.




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Magic-juan
Mon Dec 22, 2003 3:01 pm
#4

Whoops, yeah, those are six, well take one of the 7 or 8s out of each one and thats about how they came out....
Magic-juan
Mon Dec 22, 2003 3:04 pm
#5

And oh yeah, the 6 times it happened are ones that I considered usable, its happened before where I had crit fails and got rid of them. 5 of the times I am 100% positive I made them without crit fails. I still have the schematics for some of the ones I ran out of materials for and they are 32 primary/15-16 secondary. I can post a screenshot if you would like.
Animi
Mon Dec 22, 2003 3:07 pm
#6

I'll give you the benefit of the doubt. No need to post a screen shot.


I've gotten 4 stat powerups quite a few times without a crit fail. The only time I get one with 5 stats is if there's a crit fail in there somewhere.




Trost Bemin Profession Undecided
Tsort Nimeb Munitions Trader Extraordinaire
- Back with a Vengeance. (1) (2) (3)
- Bemin Industries Armor - On Sale Now!
- How to Fix the NGE
Zolac1999
Mon Dec 22, 2003 4:36 pm
#7

That is what I love about being a crafter, everyone is here to help. And everyone is pretty smart. You can tell by the language and time to discover. Not like the battle boards where everyone just bashes and calls for nerfs.


You guys are all okay in my book =)




Shamarra
Chalise // Elder Dancer
Ardent // Medic
Formerly known as Amaya Austin ofRogue Squadron, Tarquinas

anja
Tue Dec 23, 2003 1:34 am
#8



Zolac1999 wrote:

I am a bit new to the weapon powerup line and was hoping to get some help from you profesionals.

1) Does it matter what type of minerial / chemial I use? Is it okay as long as they are high OQ?

2) I see there a several types, as I craft each one i cannot tell what they are suppose to do. Grips, handles, scope, etc. It seems to be random. Is there a way to make it do something? IE increase range, decrease mind costs. Or do I just have to make a dozen or so till i get a schematic I like....

3) What is a good guidline of what to expect with results? For say damage, range, and melee damage...

Thank you in advance for you effert, It will save a man alot of hair loss...





1. Any kind of mineral & chem will do. In fact, you can create a powerup out of radioactive ore and lubricating oil. Hey, makes sense to me. Seems like you would only end with a sticky dangerous mess...

2. It's indeed random.

3. Using close to perfect (around 990 OQ or so) resources will get you 33.16% on the primary mod and 16.33% on the secondary, and maybe a smaller third or forth mod, if the experimentation goes well. It takes time and luck to find good resources, so anything over 30/15 is fairly good.

You can increase your chances of getting a third or fourth mod by experimenting one point at a time, but that also increase the chance that any given experiment will be less than a "great success," which results in a lower overall quality product. One-at-a-time experimentation also increases the item complexity, which increases factory production time.

Melee powerups don't come with damage as the primary mod. Typically, your best product here will be one that cuts HAM cost by 33% and adds max or min damage or speed by 16%.





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Magic-juan
Tue Dec 23, 2003 1:43 am
#9

You can actually get 5 mods, I have done it about 6 times after experimenting 1 point at a time. That last time it came out to something like 25/12/8/8/7/5 and the previous time it was 32/16/9/8/7/4. However those 6 times were spread over two months and I was experimenting about 1hour ever couple of days, soyou can see how rare it is.
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