Artisan Archive
Thread: DR making it easier to find resources for Powerups????
Well, they changed these after the CU and made all my 1,000 OQ minerals and chemicals worthless for powerups. Glad I invested 10's of millions in stocking up on them.
Post-CU, I accept the changes and go out and purchase all new powerup materials, including millions of liquid petro with high OQ/PE so I can continue to make the best PowerUps possible. And now it is all worthless to me as well?
OMG! Who was asking for this anyway? The powerups were fine as they were. How many times can things be constantly changed before some of us old-timers just get fed up and leave the game. It's unbelievable how some of these things are treated.
Yep they crapped on us Artisans like they did the Armorsmiths. I didn't have a lot of resources stockpiled for Powerups butI did have some really good resources which will be useless now
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In no way does making DR important make finding resources easier...
Granted it will be easier to find chemicals because more chems have DR than PE but but but metals also have DR!!!
Becasue metals also have DR finding the right metal has just gotten a helluva lot more complex.
Before you would just look at the CD/OQ and say dang that some nice stuff we got there... :-)
Now we have to look at the CD/OQ and to boot the DR has to be great also since metals are 6 to 4 against Chemicals.
Before you could just use Liquid petro for PE/OQ and metals for CD/OQ so the metal quality has just been made even more importaant and a lot more complex to find.
Thank you devs for showing jsut how little you know of how the game is put together
its CD/OQ for the one stat and DR/OQ on the other so no not much easier
atleast thats what I think I remember it saying
I was in game this AM and didn't see that problem.
4 sets of pups I am making now in factories:
+32.51% Damage Mod/+7.1% Speed Cost, 347 uses. Ranged weapon.
+27.11% Speed Increase/-11 Accuracy cost, 401 uses. Ranged weapon.
+27.35% Damage Mod/+5.69% Speed Cost, 354 uses. Melee weapon.
+24.92% Speed Increase/-11 Accuracy cost. 389 uses. Melee weapon.
What is funny is that the requirement didn't change from OQ/CD....which the complaint was high OQ/CD resources cost a bundle...so folks thought there was a switch to DR happening. Well, the switch to DR did happen...but CD stayed in place as well. So now OQ/CD/DR is what you need on your minerals...making these even more expensive and tougher to find. Sure, PE is off the chemical.....but I didn't see that as a cost issue before. Oh well. And since no CD is on any chemical your still always going to have your Efficiency fall behind your Effectiveness when crafting.
Atan wrote:
On a side note about the Pub. 17 Powerups, they are currently bugged and count as 500 uses however you experiment on them.
Yup did a little combat experimenting & the count is definately 500 as I used a 100ish use pup I crafted to test this out & the count was close to 500 by my reckoning. <sigh> 2 major changes to crafting these in less than a month & now a major bug.
xDiggerx wrote:Oh well. And since no CD is on any chemical your still always going to have your Efficiency fall behind your Effectiveness when crafting.
actually not :-)
When a resource does not have one stat its treated as null... just before they teamganked us I could do 29%/29% assemblies