Artisan Archive
Thread: Question on Powerups.
I have a few questions that I would like to be answered, if possible:
1. If crates of powerups are limited to 10 each, does that mean I should only make the schematic for 10 ? Or make it for 100 but Only put enough reosurces for 10? Or Make it for 100 and put the resources needed for 100 and 10 crates will come out? I am not sure how this works.
2. What is needed to create 32%/16% powerups. Do I need a good crafting Tool, a Good crafting station, Good Resources (Good OQ), or what? Please psot the needed % Tool, Station, OQ, etc.
3.Is there a market for 32%/16% Powerups anymore?
Thank you very much for your time.
Tyran Sunstalker - Eclipse Hardak Andto - Scylla
Hi,
You make the schematic for 100, and put enough resources into the factory input hopper to make 100 powerups. When the factory is completed, you will have 10 crates of 10 powerups. You can put in fewer resources to make fewer crates.
I make 33%/16% powerups. I have 1000 OQ mineral and 993 chemical, and use 10 expermental points to get Effectiveness (I think that's the term) to 99%. Experimenting in durability doesn't do anything.
Being at ENG IV now and using a 1000OQ Chem and 921 OQ Metal, i get around 25% w/o experiment. With an amazing successful experiment, I get up to 67%, which in turns produce the stat mod at best 28% with a second mod best at 12%.
Out of my time working from ENG I -> ENG IV, I was able to get triple mod ONCE by luck. Most of the time two mod. By luck 3 times I was able to get good two mod. Meaning Attack Speed + Min DMG or Max DMG + Min DMG etc.
Most of the time I get good first mod, like attack speed, min dmg, max dmg or wound chance, but the second mode usually go to point blank penalty or mind cost or health cost, which sucks.
5 times I was able to get really high single mode w/o a second mod penalty.
Man, sucks!
I thought the powerups could sometime turns out to be a powerdown, rather powerup as well.
1. If crates of powerups are limited to 10 each, does that mean I should only make the schematic for 10 ? Or make it for 100 but Only put enough reosurces for 10? Or Make it for 100 and put the resources needed for 100 and 10 crates will come out? I am not sure how this works.
Don't do any of that. Make a schematic for 1000 (the max). Even if you don't use all the schematic you can delete it later, but you never know when you'll want to make more.
As said before if you stick in enough for 100 you get 10 crates of 10.
2. What is needed to create 32%/16% powerups. Do I need a good crafting Tool, a Good crafting station, Good Resources (Good OQ), or what? Please psot the needed % Tool, Station, OQ, etc.
Crafting tool and station really don't matter.
Resources do. To get to 32/16 you'll probably need a combination of a chemical and a mineral that average out to 950 OQ. If you go much less than that the game won't let you get to 32/16 no matter how many experimentation points you use.
3.Is there a market for 32%/16% Powerups anymore?
Yes. I sellcrates of 10 for 4000 credits.
For 33% you need to push your experimentation to99%(MAYBE 98%, but I've never gotten that exact number) effectiveness.
This means materials that AVERAGE to an OQ of 990 (or maybe 980).
I use a 999 OQ steel and a 985 OQ petrochemical to get my powerups.
I don't think its the average of the two stats. I think that it goes off the OQ of the lowest of the two. So if you have one with OQ 1000 and the other with OQ 900, you won't get +32/+16 (what 950/950 gives) but rather +29/+14.5 or something.
Magic-juan wrote:
I don't think its the average of the two stats. I think that it goes off the OQ of the lowest of the two. So if you have one with OQ 1000 and the other with OQ 900, you won't get +32/+16 (what 950/950 gives) but rather +29/+14.5 or something.
No, this just isn't true. I get +31% powerups using 999 Wigeride and 850-something Duroparfoite.