Artisan Archive
Thread: PUPs
dentorious wrote:
I like to keep two rifles on me at all times...
One is lvl3 damage,lvl1 speed,lvl1 crit slice while the other is lvl4 speed. I have a damage pup on one and a sac pup on the other. I use the sac pup in the beginning of a fight to do decent damage with specials while reserving my action. Once the fight drags on a while, whenI know the opponent's stomach is full and mind is running low, I switch to the high damage rifle and wail away. If for some reason this method fails I can always startle and kneel to regen action and switch back to the sac pup rifle.
Unfortunatly, I havent found a proffession yet, that damages a jedi to death. All fights I've won except one were draining the jedi of action/mind/force.
If you're using a 15/30 PUP, it will decay faster since you're doing alot more damage. If you're using a mind/max range PUP or something similar, you shouldn't notice a huge difference in the decay drop.
1 per weapon only
the following is originally Neutral's work
Barrel
- Primary:
- Ported (Health Cost Reduced)
- Smoothed (Point Blank Attack Mod)
- Taper-Bored (Wound Chance Increase)
- Missing
- Secondary:
- Alignment (Ideal Range Attack Mod)
- Concentration (Max Damage Increase)
- Dampening (Mind Cost Reduction)
- Condensing (Ideal Range)
- Primary:
- Short-Circuit (Min Damage Increase)
- Quick-Charge (Attack Speed)
- Hot-Wired (Max Damage)
- Tweaked (Pup wpn action cost aka 'Action Cost'))
- Secondary:
- Overpowering (Idea Range)
- Compensation (Mind Cost)
- Searing (Point Blank Attack Mod)
- Missing
- Primary:
- Hair-Trigger (Attack Speed)
- Ergonomic (Ideal Range Increase)
- Lightened (Pup wpn attack cost aka 'Action Cost')
- Fitted Grip (Idea Range Attack Mod)
- Secondary:
- Aiming (Min Damage Increase)
- Steadying (Max Range Attack Mod)
- Reckoning (Wound Chance Increase)
- Recoil-Deadening (Health Cost Reduction)
- Primary:
- Scattered (Point Blank Mod)
- Muffled (Mind Cost Reduction)
- Polished (Wound Chance)
- Tuned (Max Damage)
- Secondary:
- Braking (Health Cost)
- Focusing (Max Range Mod)
- Sighting (Min Damage)
- Flaring (Point Blank Attack Mod)
- Primary:
- Powered (Mind Cost Reduction)
- Ranged (Ideal Range Attack Mod)
- Calibrated (Max Range Attack Mod)
- Precision (Min Damage Increase)
- secondary:
- Pin-Pointing (Wound Chance Increase)
- Targeting (Attack Speed)
- Tracking (Pup wpn attack cost action aka 'Action Cost')
- Missing
- Primary:
- Extending (Ideal Range)
- Balancing (Heath Cost Reduction)
- Compensating (Mind Cost Reduction)
- Barbing (Point Blank Attack Mod)
- Secondary:
- Accuracy (Ideal Range Attack Mod)
- Control Enhancement (Speed)
- Wounding (Wound Chance)
- Refining (Max Damage)
It's all well and good knowing what each phrase means, but what exactly do these boosts do??
Health Cost - Reduces the cost of RED (Health) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Mind Cost - Reduces the cost of BLUE (Mind) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Pup wpn attack cost (aka 'Action Cost') - Reduces the cost of GREEN (Action) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Wound Chance - Increases the chance of wounding your enemy
Max Damage - Increases the maximum damage your weapon is capable of
Min Damage - Increases the minimum damage your weapon will do
Attack Speed - Reduces the time between reloads (allows you to fire more often in a given time period)
Ideal Range Attack Mod - Increases the power of your gun at its 'Ideal Range' (your gun's 'Ideal Range' is a set distance that it supposedly works best at, e.g. 14 meters)
Ideal Range - Increase your guns 'Ideal Range'
Point Blank Attack Mod - Increase the power of your gun at point blank range
And the - accuracy will lower your accuracy by that much.
ACCURACY - MATTERS
Gonton wrote:Figured id post this since I still meet people using 30% sac -15% accuracy on my server.
If you counter it with foods/pyro, that -15% can become almost negligible. Conversely, the 30% SAC reduction can be a lifesaver.
That said, I agree with you on the Pyro. I usually use it for my opening volley to get as many strikes in as possible before my mark can react.
anyone who is NOT a Sniper Shotting rifleman will want to use crispic and skip the duet pyro.
anyone who IS a sniper shotting rifleman will want to use duet pyro for the alpha strike, then crispic when that wears off
Problem with speed pups is they increase damage, but lower acc and increase amount of Action you use (more shots = more action)
Cool thing with damage pups is they increase damage per secondand actually DECREASE slightly the Action you use (less shots = less action used)
Algren_Earth-Stormer wrote:anyone who is NOT a Sniper Shotting rifleman will want to use crispic and skip the duet pyro.
anyone who IS a sniper shotting rifleman will want to use duet pyro for the alpha strike, then crispic when that wears off
Problem with speed pups is they increase damage, but lower acc and increase amount of Action you use (more shots = more action)
Cool thing with damage pups is they increase damage per second and actually DECREASE slightly the Action you use (less shots = less action used)
However, as a Pistoleer MBH, I find myself using SAC pups majority of the time... that way I can increase my damage output by ALWAYS being able to use high damage specials.
sac pups own. with a nice sac capped weapon & a sac pup + blob, my action bar hardly moves