Artisan Archive

Thread: Broken post...ignore me

Agock_Onie
Sun Apr 25, 2004 8:34 pm
#1


I figured I would post what information I have about weapon powerups as they have been my bread and butter since week 3 of the game.


First of all, credit where credit is due. The ranged and melee list I have included is taken from Blood632's post in the following thread: http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=34625


The additional information (grenades and mines) is from the Allakhazam.com's Advanced Powerup Guide of Making, Expermenting and Using by Koaree Eawa at the following link:

http://swg.allakhazam.com/db/guides.html?guide=119


All the information is correct to my knowledge


And now, on with the show:


Powerup stats(all types) are randomly generated. The basic powerup, when first assembled, contains a PRIMARY stat (if you look at the list below, it is the first set of names such as Ported, Smoothed, Taper-Bored, etc). By experimenting, additional stats can be added (these are the second set of names such as of Alignment, of Concentration, of Dampening etc.)


Let's look a ranged barrel powerup for example (although the crafting process of all the powerup types is the same)


I select a barrel powerup from my weapon, droid, generic crafting tool while standing next to my weapon, droid, generic crafting station. Thebarrel is assembled and randomly assigned a name and corresponding stat modifier (if you get less than a "great" assembly at this point, toss it). In this case I have a made a PORTED BARREL (which give


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)

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)
of Control-Enhancement (Attack Speed)
of Accuracy (Ideal Attack Bonus)
of Precision (Minimum Damage)
of Wounding (Wound Chance)


MINE POWERUP
Mine Explosives Kit (complexity 14)
+Concussion: Damage Radius
+Clustered: Maximum Damage
+Directional: Minimum Damage
---of Bomblet-Generating: Wound Chance


THROWN WEAPON POWERUP
Grenade Explosives Kit (complexity 14)

+Compress: Damage Radius
+Ionizing: Minimum Damage
---of Shearing: Wound Chance

Grenade Wiring Kit (complexity 9)

+Short-Fuse: Attack Speed
+Core-Alignment: Maximum Damage
---of Shrapnel: Wound Chance

Message Edited by Agock_Onie on 04-26-2004 12:54 AM



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