Artisan Archive

Thread: Making powerups (by hand of course)

kasuta
Thu Aug 14, 2003 9:48 am
#1

I saw a guy mention in another thread how powerups are getting these weird tertiary stats now, I have noticed this also. Has anyone also noticed (it's probably been posted but I didn't see it) that now the naming window tells you what the powerup is going to be, but then it doesn't always come out that way? I thought it was great...now I won't have to destroy all these Tweaked couplers that no one wants, until I realized that it's not working properly. Great idea, just bugged.



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ajm317
Thu Aug 14, 2003 10:43 am
#2

Yeah, what seems to be happening is this.



It says hot-wired or whatever, then assigns a stat bonus to your powerup.



Then this is forgotten by the system and things proceed as normal.



This explains why experimentation isn't working for factories, and the fact that you're now always getting a tertiary. Your orginal primary is just sort of along for the ride.



Check it out. Your hot-wired will always end up something else (tweaked short or quick) have a normal secondary and then always have the small orginal max damage attribute.




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Eer
Thu Aug 14, 2003 11:44 am
#3

Here's what I posted in another thread:


Basically, they tried to set the 'type' of powerup before experimentation so that it works better with schematics (e.g. prenaming it "Hot-wired coupler"and have itstart out with a small amount of Max damage bonus). Well, they didn't change the fact that the powerup also got bonuses from experimentation (and these are the majority of the bonuses). So you end up with a post-experimented item that says its'real' name is "Hot-wired coupler", but it displays as "Quick-Charge Coupler of Overpowering".Yet, it ends up having the normal two bonuses of the experimented QCCoO, and the tiny bonus originally given by the Hot-Wired Coupler. Thus, you end up commonly with three bonuses.


Two bonuses are still possible. It seems that any experimentation bonuses for a stat will overwritea 'base crafting' bonus to the same stat.


You can also occasionally end up with four bonuses. That's because either (a) you were lucky enough to craft a rare 3-bonus item due to traditional experimentationwhere none of the bonuses overlapped, or (b) your item started out with two bonuses (due to amazing success w/ amazing materials) and the experimentation bonuses didn't overlap with either of those.


Under this system, it's also theoretically possible to get a weapon powerup with 5 stats being increased. The stars would really have to align perfectly, though. (3 stats from experimental, and 2 from your initial crafting, none of which can overlap.)

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