Artisan Archive
Thread: Power Ups,
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...
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.
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.
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 =)
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.
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%.