Artisan Archive

Thread: Weapon Powerup Change?

IvanGram
Fri Oct 10, 2003 6:31 pm
#1

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.




Ivan of Sunrunner
Artistan
Sat Oct 11, 2003 1:25 pm
#2

I can't either, everything but max dmg. Stinks too, I just got a guildmate a 291 dmg fwg5, and with my 30% powerups thats a pretty mean pistol.



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BiancaMinola
Sat Oct 11, 2003 1:35 pm
#3

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

RorkDeetkoh
Sat Oct 11, 2003 2:34 pm
#4

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


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Magic-juan
Sat Oct 11, 2003 7:29 pm
#5

I made several max dmg pupson Kettemoor last night for sure. They were muzzles. Don't think I got any that were couplers, but I didn't make many couplers. I am artisan level 3-4-0-0 if that matters at all.
Gratdo
Sun Oct 12, 2003 4:51 am
#6

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.

Defconn
Sun Oct 12, 2003 11:39 pm
#7

I had a heck of a time getting a max/min dmg muzzle schematic post patch. It used to be easy.

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.



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averagejoeshmoe
Sun Oct 12, 2003 11:49 pm
#8

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.

Hakai
Mon Oct 13, 2003 4:29 am
#9

yeah, im on intrepid. i was making a ton of max damage powerups (though not with the ratings i wanted, stupid random crafting!!)



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Ghrym
Mon Oct 13, 2003 4:58 am
#10

There is a table out there on power-ups. I am at work or I would get more specific. Just look through some of the power-up topics and you should find it or if someone can point out the spot?

Ghrym
Scrubjay
Mon Oct 13, 2003 1:26 pm
#11

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?




Scrubjay Jones
Chilastra Merchant/Artisan/Armorsmith
Specializing in Weapon Powerups
Flatfingers
Mon Oct 13, 2003 2:27 pm
#12

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

Scrubjay
Mon Oct 13, 2003 4:58 pm
#13

I tend to be skeptical that the type of resource affects the result too. However, I did have one person tell me that they were convinced that Lube Oil made better powerups than other chemicals. The problem with exploring this is with so many random mod results/combinations (not to mention differences in resource specs, crafting stations, and so on), small sample size problems make testing this a real pain.



Scrubjay Jones
Chilastra Merchant/Artisan/Armorsmith
Specializing in Weapon Powerups
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