Artisan Archive
Thread: Weapon Powerup Change?
I can't seem to craft any max damage powerups of any kind post-patch. Previously I made a modest profit from making the odd crate of max damage couplers or muzzles, but no I can't seem to craft these with max damage. Is this a nerf that I missed reading in the patch notes? These power-ups are VERY popular, it would be somewhat bad for me if they've been taken away from us.
Sorry if this issue has already been brought up, I did a search and couldn't find anything about this.
I'll add this question to my weekly update tomorrow.
Question: Has anyone been able to produce a max damage powerup since patch?
Bianca Minola
Hmmm...I'm pretty darn sure that I crafted a few Max Damage power-ups last night on Shadowfire, gettingmy usual 31/15 spread between randomly chosen primary and secondary stat boosts. I even got one of the relatively rare 31/10/5 triple power-ups...
I'll be on the lookout for trouble this afternoon,
Rork Deetkoh
Master Artisan, Denture Wearer
I used to get max (and min) damage fairly easily on muzzles, but yesterday I was mainly getting Mind coston the first mod. I had to make more than 15 attempts, where I used to need less than10 to get one.
I'm begining to think the mods frequency on power up have been tweaked.
Also, with the more popular couplers, same result.
Someone's tweaked the probabilities to make it much more difficult to get popular power-up configurations.
Ok I dont want to hijack this thread but I just started trying to craft powerups tonight. I'm kinda lost on how this works. Are the stats the powerup boost totally random? I would experiment on them and get differn't stats every time it seemed like. Does the type of material used effect what stats you get bonuses for at all?
Now back on topic of the thread, I did get some +max damage couplers when I was experimenting today but I think I only got 1. I remember because i was trying to make +max damage and -action cost ones but never seemed to work heh.
Ghrym
Ihave beengetting Max Damage to come up on Muzzles, but I was having a hard time experimenting without failures. I'm not sure I'm getting Max Damage less frequently than formerly, but I certainly wasn't getting it with Min Damage. And almost every time I did, I got an experimentation failure. This was true at both a public and my pretty good private crafting station.
Is it possible this is due to thetype of resourceI am using? Using low ore as mineral and petrochem fuel as chemicalseemed hopeless, but when I switched to a gemstone for the mineral and my results were a bit better. There could certainly be small sample size issues. In each case the OQ of each were over 980. I've wondered for a while if the type of material (metal, gemstone, polymer, lube oil, etc) affected the results of either the random mod or the failure rate. Any thoughts?
Interesting question, Scrubjay. We've pretty much assumed that the only factors affecting the object being crafted were the specific quality values of the resources used -- could the type of resource affect the outcome of assembly and experimentationas well?
It seems unlikely, but I suppose it's possible. Who knows what tests are squirreled away in the code that determines the results of assembly and experimentation?
--Flatfingers