Artisan Archive

Thread: Best Post-CU PowerUp to Date: +22.99% Attack Speed Reduction/-3 Accuracy Mod 14 Amazing Successes

xDiggerx
Mon May 09, 2005 5:10 pm
#1


After hours of work I was able to get all 14 of my Master Artisan points to be Amazing Successes and came up with the following "my best ever" post-CU powerup:


+22.99% Attack Speed Reduction/-3 Accuracy Mod (Ranged Weap)


Attack speed drop of nearly 23% with a cost to accuracy of only -3. Not too bad if I do say so. Obviously these can be better if I find better resources, but with what has been available on my server to date I think this is about it.


I named these "Limited Edition" and will probably just use them myself and for my guild. Base pu's on this resource combo for meare +21.12 Attack Speed/-6 Accuracy Mod. So as you can see getting all amazings did really help it out. Not huge but as a crafter you always want to make the best. The drop from -6 to -3 seems very significant to me on the cost side.


In my opinion these are useful powerups (even in stock form)and based on my vendor sales (and my trouble even keeping things stocked) I would say others find these useful as well.






xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
jason67
Tue May 10, 2005 5:04 am
#2


I've got some that are -2 on the cost, I think yours are slightly better on the speed though, either way very nice pups. Your the only other person I've seen making quality pups so far.





HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
JeCy
Tue May 10, 2005 9:01 am
#3


Darn you Digger.. and your 14 point suit ! ! Darn you digger and your little dog tooo ! ! !


: ) i send people your way all the time.. great job ! !


Je'Cy
xDiggerx
Tue May 10, 2005 5:40 pm
#4


LOL, thanks Jecy'! And leave my little dog alone!!!


The problem is powerups are not exactly massive money makers. I am using copper I could sell for 30 cpu and selling it in powerups at $2K per crate (20 cpu!). LOL


I make them because I like that they are useful for folks in game. Plus the traffic in my shop hopefully then looks at my other vendors and buys some food or spices for instance! ha ha! I can sell 100 crates of powerups (and deal with the 100 emails I get!) or I could sell 2 crates of food for 100K each! I think I would prefer the money making aspect of food but making the powerups is at least fun again.


See you in game. Thanks for the referals. I am trying to keep stocked up.







xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
JeCy
Wed May 11, 2005 9:57 am
#5


hehe, oky.... the dog can live : ) well till i get hugry.. hmm BBQ Bothan my favorite !


and yea i know exactly what you mean about power ups. I did the same for a long time. I used them as a extra.. ohh im here for XXX might as well grab a crate of power ups or spice.. or a paint kit.. WOOT im getting rich off these things 500 credits a shot ..but my customers seams to like um i sell maybe 10 a week.


ill do power ups eventually if i ever get the +14 suit im at +125 atm or is it +126 i forget. what i raelly want it for is some of the new food.. wow i liky. that poison and disease heal stuff is awsome. I had a post on the smuggler boards for a while about spice.. hmm i think ill did it up cuase im soo not happy about the spice revamp.. god soo we still have only 2 useful spices.


Btw stop on by my place, Qaurks cantina on naboo.. got live entertainment just about nightly and its been lots of fun in a RP environment. Ive ben picking up those juke boxes for something different and have 2 twi'lek and 1 zab that are working there now. : ) another thing that costs money but adds a lot to the game from my point of veiw ::bugets 775k for juke box a month ROFL not quite ive gotton 3 soo far.. but they sure are fun. When it poofs all you here are those anyoying crafting stations you cant turn off..


Hmmm new artisan issue? turning of crafting stations?? /smile


Je'Cy
HAWKE61
Wed May 11, 2005 10:28 am
#6

Only thng is, i think you want a negative for speed on your pups don't you? These work differently now My pups are 29.7% to dmg while adding more speed or effectively slowing the weapon by 19.8%
HAWKE61
Wed May 11, 2005 10:29 am
#7




.

Message Edited by HAWKE61 on 05-11-2005 08:44 PM

xDiggerx
Wed May 11, 2005 4:49 pm
#8


Yes, the speed is a negative number. When I name these and list them however I put the number as a +22.99% and instead of calling it Attack Speed mod I call it Attack Speed Reduction. So people realize the speed is being reduced. So far everyone seems pretty clear on my naming structure and I have had no confusion.


Your powerups of 29% Damage with 19% speed means your increasing damage by 29% and slowing down the weapon by 19% at the same time. The crafting process is always a give and take...to get that massive damage (in the new system) of 29% you had to give up something...in this case 19% SLOWER on speed. I am guessing these would lowerthe DPS for most weapons....that 19% speed hit is huge. Unless your stuck waiting to attack based on HAM bar issues....I would not want to use these.


My alternative is the 25% Damage model with a hit of -5 to -7 on speed. You drop some damage potential on the top end but you drop your "cost" of 19% speed reduction down to 5 or 7% reduction...still significant but at least more manageable. These pups typically will improve the DPS on a weapon but not as significantly as attack speed powerups.







xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
Arrakabukk
Wed May 11, 2005 5:18 pm
#9


How high is the OQ/CN on your mineral and the OQ/PE on your chemical? I can't seem to find any chemical with a PE over 600 and i've been looking now since the upgrade.




`Arrakabukk`


xDiggerx
Wed May 11, 2005 6:30 pm
#10

Your best bet for a chemical with a high OQ/PE is probably going to be some type of Liquid Petrochem. On our server they seem to have been the highest options in both those area. The LPC I am using is like 940's to 950's in both....so I have some room to get better resources at some point.







xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
HAWKE61
Wed May 11, 2005 6:51 pm
#11

I agree. These pups are what is left from my pre cu stash of about 500 crates. All were 3 and 4 modded, mostly 33.16max 16.33 min with other mods. They converted to mush. I rather like the 22.10% action cost reduction along with a minor 6 loss to accuracy. I have only 11 pts atm since pre cu didnt really allow me anymore then 10 anyways.


As for resources i use Saseu copper 999oq/947cd and Ihium class4 lp 946oq/982pe which gets me 29%/28% respectively.





HAWKE ENTERPRISES





HAUKER'S WEAPONRY & MUNITIONS

:HAWKE: ARMOR

UTILIZING 12 PTS OF EXPERIMENTATION

IN BOTH WEAPONS AND ARMOR (R.I.S. CERTIFIED)

11pts. TO ARTISAN CRAFTING

SHADOWFIRE, 1 W. MAIN BRENN, NABOO

SHADOWFIRE,IN LEONESS, DANTOOINE

JUST OFF THE SHUTTLE


FINE RESOURCES, OLD & NEW

ATTACHMENTS AND LOOT

SPECIAL ORDERS ACCEPTED WITH PLEASURE



neinnunb
Thu May 12, 2005 3:51 am
#12

This is good news Im glad the powerups are interesting and beneficial.

Under the old system attack costs were not an issue with buffs and make of these new powerups would not be worth it. But now they are so I would not mind my gun being slower but have more damage for example. At some point im going to have to wait until my action regens anyway so might as well make each of my shots do more damage. For smuggler I think the Tactical Scope is a good choice since allot of our specials inflict states rather than damage, I want to be very accurate and make sure each shot counts.

But I think powerups should have more uses than just 100. It gets to be a pain having to replace them. Increase uses and resources required at the same time so it all evens out.



                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

HAWKE61
Thu May 12, 2005 6:10 am
#13






neinnunb wrote:
This is good news Im glad the powerups are interesting and beneficial.

Under the old system attack costs were not an issue with buffs and make of these new powerups would not be worth it. But now they are so I would not mind my gun being slower but have more damage for example. At some point im going to have to wait until my action regens anyway so might as well make each of my shots do more damage. For smuggler I think the Tactical Scope is a good choice since allot of our specials inflict states rather than damage, I want to be very accurate and make sure each shot counts.

But I think powerups should have more uses than just 100. It gets to be a pain having to replace them. Increase uses and resources required at the same time so it all evens out.




So you wouldn't care if you lose speed while gaining damage? I am hearing most follow this same path and disreguard the dps. As far as more uses to pup? Nah, nope, nilch........must never happen lol
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