Artisan Archive

Thread: Question on Powerups.

Centauros
Wed Aug 27, 2003 1:25 pm
#1

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




Tyrann - Master Armorsmith, Master Shipwright, and Surveyor of Resources
Centauros - Master Unfinished Template
Sunrunner Galaxy

Troutfrog
Wed Aug 27, 2003 1:35 pm
#2

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.

Di-Kiem
Wed Aug 27, 2003 2:36 pm
#3

Yeah, this who powerup bogs me. Especially when the stat are so random.

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!



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Tyronet City Information Krayt Tissue FAQ
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kasuta
Wed Aug 27, 2003 3:52 pm
#4

Why do you think HAM powerups suck? Just curious. I find that the most popular powerups have a HAM cost reduction as the secondary stat. My personal favorite, since I use a laser rifle, is Speed as the primary and Mind as the secondary stat. Don't count out those HAM cost reducers, especially when bounty hunters recently got nerfed big time for action cost.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Di-Kiem
Wed Aug 27, 2003 3:56 pm
#5

Are they HAM reducer or increaser? Because it specifies something like this "Mind Cost +12.023%" or something of that nature...

I thought the powerups could sometime turns out to be a powerdown, rather powerup as well.



::::::::::: - - - - = = = = * { DK } * = = = = - - - - :::::::::::
Tyronet City Information Krayt Tissue FAQ
*~*~*~*~*~*~*~*~*~ RETIRED *~*~*~*~*~*~*~*~*~
kasuta
Wed Aug 27, 2003 4:07 pm
#6

Ah, now I understand. No, the stats might look a little confusing but they are all positive. If they say action cost +12% it means they reduce it by 12%. I remember being confused by this at first as well, and I had to experiment to prove to myself that they were positives. I think with the patch they made it a little easier to understand, when you add the powerup to your weapon it will tell you exactly what stats are changed if you examine the weapon.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Di-Kiem
Wed Aug 27, 2003 5:20 pm
#7

Hmm...If I had known that a few days ago when I was crafting like crazy to move from ENG III to ENG IV, I could be making money along the way....oh well....



::::::::::: - - - - = = = = * { DK } * = = = = - - - - :::::::::::
Tyronet City Information Krayt Tissue FAQ
*~*~*~*~*~*~*~*~*~ RETIRED *~*~*~*~*~*~*~*~*~
ajm317
Wed Aug 27, 2003 9:23 pm
#8

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.




--------------------------------------------
Proprietor of the Theed Galactic Mall, located at -5648, 3189
Member of the Kauri Chamber of Commerce.
www.kaurichamber.com
Centauros
Fri Aug 29, 2003 4:40 am
#9

Alright, what should the OQ be to get 33% Primary Stat?



Tyrann - Master Armorsmith, Master Shipwright, and Surveyor of Resources
Centauros - Master Unfinished Template
Sunrunner Galaxy

Droid_Engineer_Rho
Fri Aug 29, 2003 5:23 am
#10

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.




Taking a well-deserved vacation from his successful Droid Engineering business, Master Rho can be found puttering around the galaxy.
Magic-juan
Fri Aug 29, 2003 6:19 am
#11

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.


kasuta
Fri Aug 29, 2003 8:11 am
#12






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.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Negate
Fri Aug 29, 2003 8:31 am
#13

I'm using lower quality materials than listed here and I get a 27% combine. There are secondary stats that are important as well.
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