Artisan Archive

Thread: Powerups are Broken

Rogue1970
Sun May 22, 2005 6:39 am
#1

Specifically the Damage Powerups.

An example:

I have a 815 max dmg gun - I add a +29.43% Damage powerup to it - resulting in +112 more damage.

112 IS NOT 30% of 815 - it should add almost 240dmg, not less than half that.

Can anyone confirm this? I consider it a serious bug considering the penalties these things have on speed - makes the penalty outstrip the benefit of using it completely.

I did not mind the -9% speed mod, as I was past the cooldown cap for speed anyways, but now with only 112 more dmg - the speed mod actually makes the need for the powerup moot - killing Powerup sales completely as the public figures this out.

In practice, I have no problem with a negative balancing mod, but I expect the stats to acurratly reflect what they will do.



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Slysix
Sun May 22, 2005 6:58 am
#2


Need some clarification on your post. Is this powerup your using converted from PRE-CU power up or is it a newly constructed power up post CU? Cuz I find that old PuP's are bugged a little in conversion. Newly made PuP seem to work as advertized.


As for balancing between Max damage and DPS....me, being also a Master Rifleman...I've noted that when putting in a max damage PuP that my DPS does not change or actually drops a little. This to me is not a problem as DPS does not actually reflect the amount of damage I can do in 10 seconds of combat. Infact can do a LOT of damage in 10 seconds but then have to pause for about 20 to 30 seconds after that to wait for my action to regenerate... DPS is more of a reflection of combat damage over a longer period of time.


So power ups are now a matter of choice incombat sustainability. A lot of damage right away with a wait period orthe sameamount of damage spread over the same amount of time.

Rogue1970
Sun May 22, 2005 7:20 am
#3

Made it today with a 14 pt Artisan.

DPS is irrelevant, I already know it means very little to a CL80 character. I wanted my Max Dmg to go up tho, but I only seem to be getting 45% of the stated Powerup Dmg benefit. The cost on my speed was trivial at .25 - which I can overcome with simple skill mods.

Make a Dmg powerup and add it to your gun - see how much PERCENTAGE wise it adds to your max/min dmg - it is not what it says when you make it.



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Slysix
Sun May 22, 2005 8:09 am
#4


Just wondering what's your min damage?


Could it be possible that the damage bonus is given from the average weapon damage?


Hrm..that wouldn't work for average...


Maybe it's actually taking it from min damage. That would put your gun around min damage of 380ish...


Just a wild hunch....


If so yeah..they'ed borked...Need to check this out when I get home...at work right now...heh

Message Edited by Slysix on 05-22-2005 12:14 PM

RemoMoxey
Mon May 23, 2005 10:18 pm
#5






SEAkridge wrote:
There are also hard caps on damage for most weapons, and that powerup may put you over that mark. I am not sure if this would be the problem, but you may want to check with a local weaponsmith and see what the damage cap on your particular weapon is supposed to be.





That's more than likely the answer. My 1088 max damage T21 only gets +127 to the damage (1215 is max on T21s)



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SEAkridge
Tue May 24, 2005 12:27 am
#6

There are also hard caps on damage for most weapons, and that powerup may put you over that mark. I am not sure if this would be the problem, but you may want to check with a local weaponsmith and see what the damage cap on your particular weapon is supposed to be.



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Rogue1970
Tue May 24, 2005 9:50 am
#7

I understand Hard Caps, but I know that that has nothing to do with this as well. The hard cap on this particular weapon happens to be 950. In fact I do not know of a weaopon in the game with a hard cap over 1000, exept for some rare converted guns.

Powerups are broken, deceptive and unreliable - a serious Artisan issue.



YEZ & GNOINTREPID
Ace Pilot 12pt/17pt/17pt ELDER
Bounty Hunter Master Shipwright

YezStar ShipYards @
Fayth, Corellia Mall
3400 -5825

BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

EldritchArms
Tue May 24, 2005 11:28 pm
#8






Rogue1970 wrote:
I understand Hard Caps, but I know that that has nothing to do with this as well. The hard cap on this particular weapon happens to be 950. In fact I do not know of a weaopon in the game with a hard cap over 1000, exept for some rare converted guns.

Powerups are broken, deceptive and unreliable - a serious Artisan issue.





Actually the hardcaps for T-21s, Adv. Laser Rifles and Power Hammers is 1184.5


E11 Mk II's cap at over 1000 too.


Im sure there are others these are just the weapons that I've personally crafted.


I'd have to agree that, with the data being given, it is definitely a hardcap issue.


Might try testing identical weapons, i.e. two dx2's, with different max damages and seeing how the results come out.


If they both increase the same amount you're right. If not, then it requires more research.


Looking forward to the results.



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jason67
Thu May 26, 2005 12:55 am
#9

There is a post floating around somewhere that shows someone who explored this issue a little farther. It appears to be that PuP's are adding the % based on the minimum damage, and not the max damage. So the damage added is 33% (or whatever your pups are) of the min damage is added to the max damage.


We have no idea why it works this way, and I have not done any of my own testing to verify his results but from the sounds of it, this is very likely the case.





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