Artisan Archive
Thread: 33% Melee Damage PuPs?
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Bluechiss
Thu Jul 08, 2004 8:01 am
#1
Are these even possible to make? I have hand-crafted atleast 300 PuPs using 999 OQ for both mineral and chem and no luck. Is it even possible?
Thanks,
Reachwind
Thu Jul 08, 2004 9:09 am
#3
I have never seen min ormax damage come up as anything other than a secondary. So I am guessing that damage power up tops out at 16%.
Grozeb
Fri Jul 09, 2004 7:27 am
#5
Each powerup has a select number of primary mods. Since there are 5 different ranged powerups, you can find primary mods for all of the available mods in the game (the best mods are on coupler and muzzle). However, there is only 1 melee powerup and it doesn't have min/max damage as a primary mod.
Delbert
Sat Jul 10, 2004 6:32 pm
#6
I'll reprint this again.. it is a guide that I used to start my business on flurry back when u had to make each single powerup by hand.. very handy..
This is a Reprint of Keh's guide to weapon powerups. which can be found here
http://forums.station.sony.com/swg/board/message?board.id=Ahazi&message.id=2397&highlight=powerup+list+muzzle+melee+barrel+grip+calibrated+powered+barbing#M2397
this is the guide i've been using forever to make my powerups of which i've been selling almost since Week 1 of the game.
I've reprinted it so i can add a couple of things to it that were origanaly left out.
(lighning and refining melee and of recoil grip added)
Power-Ups at Temporary modifications to weapons. They can be made by any artisan (trust me the artisans know).
I thought I'd make this list up to help some of you sort through what powerup does what without having to check details on every one
I know alot of those on the bazaar are junk (+2% and such), but powerups can go as high as a +30% bonus to primary stat and +15% to the secondary stat.
Secondary stat mod is half of the Primary.
(On rare occasions a 3 stat mod powerup is created but not very often)
+25% damage or speed reduction can be pretty significant!
As far as I know, they all have 100 uses.
NOTE: Some mods have +% penalties. This is not a bad thing! It's a bonus that reduces the penalty by +%. Example: +20% Special Move Action Cost REDUCES the cost by 20%
Naming: Primary Mod Powerup Type of Secondary Mod
ex. Hot-Wired Coupling of Overpowering is.. (per below)
a Coupling Powerup of Maximum Damage bonus with secondary Ideal Range bonus.
BARREL
Ported (Special Move Health Cost)
Smoothed (Point Blank Penalty)
Taper-Bored (Wound Chance)
of Alignment (Ideal Attack Bonus)
of Concentration (Maximum Damage)
of Condensing (Ideal Range)
of Dampening (Special Move Mind Cost)
COUPLER
Hot-Wired (Maximum Damage)
Quick-Charge (Attack Speed)
Short-Circuited (Minimum Damage)
Tweaked (Special Move Action Cost)
of Compensation (Special Move Mind Cost)
of Overpowering (Ideal Range)
of Searing (Point Blank Penalty)
GRIP
Ergonomic (Ideal Range)
Fitted (Ideal Attack Bonus)
Hair-Triggered (Attack Speed)
Lightening (Special Move Mind Cost)
of Aiming (Minimum Damage)
of Reckoning (Wound Chance)
of Steadying (Max Range Penalty)
of Recoil (Health)
MUZZLE
Muffled (Special Move Mind Cost)
Polished (Wound Chance)
Scattering (Max Range Penalty)
Tuned (Maximum Damage)
of Flaring (Point Blank Penalty)
of Focusing (Max Range Penalty)
of Braking (Special Move Health Cost)
of Sighting (Minimum Damage)
SCOPE
Calibrated (Max Range Penalty)
Powered (Special Move Mind Cost)
Precision (Minimum Damage)
Ranged (Ideal Attack Bonus)
of Targetting (Attack Speed)
of Pin-Pointing (Wound Chance)
of Tracking (Special Move Action Cost)
STOCK
Anti-Jitter (Max Range Penalty)
Balanced (Ideal Range)
Reactive (Special Move Health Cost)
of Dissipation (Max Damage)
of Accuracy (Ideal Attack Bonus)
of Cushioning (Special Move Action Cost)
of Loading (Attack Speed)
GENERIC MELEE
Balancing (Special Move Health Cost)
Barbing (Point Blank Penalty)
Compensating (Special Move Mind Cost)
Extending (Ideal Range)
Lighting (Special Move Action Cost)
of Control-Enhancement (Attack Speed)
of Accuracy (Ideal Attack Bonus)
of Precision (Minimum Damage)
of Wounding (Wound Chance)
of Refining (mas Damage)
This is a Reprint of Keh's guide to weapon powerups. which can be found here
http://forums.station.sony.com/swg/board/message?board.id=Ahazi&message.id=2397&highlight=powerup+list+muzzle+melee+barrel+grip+calibrated+powered+barbing#M2397
this is the guide i've been using forever to make my powerups of which i've been selling almost since Week 1 of the game.
I've reprinted it so i can add a couple of things to it that were origanaly left out.
(lighning and refining melee and of recoil grip added)
Power-Ups at Temporary modifications to weapons. They can be made by any artisan (trust me the artisans know).
I thought I'd make this list up to help some of you sort through what powerup does what without having to check details on every one
I know alot of those on the bazaar are junk (+2% and such), but powerups can go as high as a +30% bonus to primary stat and +15% to the secondary stat.
Secondary stat mod is half of the Primary.
(On rare occasions a 3 stat mod powerup is created but not very often)
+25% damage or speed reduction can be pretty significant!
As far as I know, they all have 100 uses.
NOTE: Some mods have +% penalties. This is not a bad thing! It's a bonus that reduces the penalty by +%. Example: +20% Special Move Action Cost REDUCES the cost by 20%
Naming: Primary Mod Powerup Type of Secondary Mod
ex. Hot-Wired Coupling of Overpowering is.. (per below)
a Coupling Powerup of Maximum Damage bonus with secondary Ideal Range bonus.
BARREL
Ported (Special Move Health Cost)
Smoothed (Point Blank Penalty)
Taper-Bored (Wound Chance)
of Alignment (Ideal Attack Bonus)
of Concentration (Maximum Damage)
of Condensing (Ideal Range)
of Dampening (Special Move Mind Cost)
COUPLER
Hot-Wired (Maximum Damage)
Quick-Charge (Attack Speed)
Short-Circuited (Minimum Damage)
Tweaked (Special Move Action Cost)
of Compensation (Special Move Mind Cost)
of Overpowering (Ideal Range)
of Searing (Point Blank Penalty)
GRIP
Ergonomic (Ideal Range)
Fitted (Ideal Attack Bonus)
Hair-Triggered (Attack Speed)
Lightening (Special Move Mind Cost)
of Aiming (Minimum Damage)
of Reckoning (Wound Chance)
of Steadying (Max Range Penalty)
of Recoil (Health)
MUZZLE
Muffled (Special Move Mind Cost)
Polished (Wound Chance)
Scattering (Max Range Penalty)
Tuned (Maximum Damage)
of Flaring (Point Blank Penalty)
of Focusing (Max Range Penalty)
of Braking (Special Move Health Cost)
of Sighting (Minimum Damage)
SCOPE
Calibrated (Max Range Penalty)
Powered (Special Move Mind Cost)
Precision (Minimum Damage)
Ranged (Ideal Attack Bonus)
of Targetting (Attack Speed)
of Pin-Pointing (Wound Chance)
of Tracking (Special Move Action Cost)
STOCK
Anti-Jitter (Max Range Penalty)
Balanced (Ideal Range)
Reactive (Special Move Health Cost)
of Dissipation (Max Damage)
of Accuracy (Ideal Attack Bonus)
of Cushioning (Special Move Action Cost)
of Loading (Attack Speed)
GENERIC MELEE
Balancing (Special Move Health Cost)
Barbing (Point Blank Penalty)
Compensating (Special Move Mind Cost)
Extending (Ideal Range)
Lighting (Special Move Action Cost)
of Control-Enhancement (Attack Speed)
of Accuracy (Ideal Attack Bonus)
of Precision (Minimum Damage)
of Wounding (Wound Chance)
of Refining (mas Damage)
DeepScan
Thu Jul 15, 2004 11:28 pm
#7
yeah i believe melee powerups got shafted not having speed, mindmg, or maxdmg being able to go up to 30+% like range powerups. you figured it woul dbe the other way around to compensate for the lack of damage types that melee get.
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