Carbineer Archive

Thread: What Power-Up Do You Recommend?

Jocephus
Wed Jul 13, 2005 9:21 am
#14



My only thought on this is that I have a carbine with a max damage of about 950 and an SAC of 76 and I RARELY have to worry about running out of action. I would pup the damage. There are foods that increase your action regeneration (like good ol' V. Brandy) but there is nothing else that will increase your damage. I dont think 82 is that high for an SAC.


Also, I would be affraid to pup it without an ADK. Dont pups reduce the life of the gun?




Message Edited by Jocephus on 07-13-2005 12:22 PM

Message Edited by Jocephus on 07-13-2005 12:23 PM

KJFett3
Wed Jul 13, 2005 9:29 am
#15






Jocephus wrote:



My only thought on this is that I have a carbine with a max damage of about 950 and an SAC of 76 and I RARELY have to worry about running out of action. I would pup the damage. There are foods that increase your action regeneration (like good ol' V. Brandy) but there is nothing else that will increase your damage. I dont think 82 is that high for an SAC.


Also, I would be affraid to pup it without an ADK. Dont pups reduce the life of the gun?




Message Edited by Jocephus on 07-13-2005 12:22 PM


Message Edited by Jocephus on 07-13-2005 12:23 PM




This is one of those "urban legends"


You lose condition on a gun with each shot. The more shots, the more condition you lose. Shoot slow and the condition drops slowly...because you shoot fewer shots. Shoot fast and you lose condition fast..because you shoot more. Both will get the same number of shots...one will just get those shots out faster than the other.


Now with that in mind, an SAC PU wont affect that at all as you will shoot just as fast as without a PU, but will have more action so yeah..the condition will drop faster than without because you will live longer and shot more.





!Drevin of DROW!
!!
Wimpanzee
Wed Jul 13, 2005 9:53 am
#16

i would, depending on ythe situation, use SAC or dmg.

I tend to cary a high damage gun (hlr) and a low SAC gun (e11 mk2)

i tend to start out with the rifle, doing massive damage, running out of action.

When my action hits about 30%, i switch to the carbine (should i need to continue firing)

i keep the rifle dmg pupped, and the carbine sac pupped.

One thing to remember, with a dmg pup, you are also shooting slower, using less action over a period of time - making your action last a little longer.

I would probably favor a dmg pup on that baby most of the time, unless i find myself constantly drained from action.

Also, do not forget bofa treat, blob candy and pixie for some action buffs.




PAK

population regulation committee
KJFett3
Wed Jul 13, 2005 10:03 am
#17






Wimpanzee wrote:
i would, depending on ythe situation, use SAC or dmg.

I tend to cary a high damage gun (hlr) and a low SAC gun (e11 mk2)

i tend to start out with the rifle, doing massive damage, running out of action.

When my action hits about 30%, i switch to the carbine (should i need to continue firing)

i keep the rifle dmg pupped, and the carbine sac pupped.

One thing to remember, with a dmg pup, you are also shooting slower, using less action over a period of time - making your action last a little longer.

I would probably favor a dmg pup on that baby most of the time, unless i find myself constantly drained from action.

Also, do not forget bofa treat, blob candy and pixie for some action buffs.



That is not true. Neither a Dmg PU nor an SACE PU increase the rate of fire. Both shoot at the same speed. One will do more damage, but will result in action running out faster where as the SAC PU will result in a little less damage but over a longer period of time. The Dmg PU wpn will not shoot slower than the SAC PU weapon.




!Drevin of DROW!
!!
dacal
Wed Jul 13, 2005 10:54 am
#18






KJFett3 wrote:





Wimpanzee wrote:
i would, depending on ythe situation, use SAC or dmg.

I tend to cary a high damage gun (hlr) and a low SAC gun (e11 mk2)

i tend to start out with the rifle, doing massive damage, running out of action.

When my action hits about 30%, i switch to the carbine (should i need to continue firing)

i keep the rifle dmg pupped, and the carbine sac pupped.

One thing to remember, with a dmg pup, you are also shooting slower, using less action over a period of time - making your action last a little longer.

I would probably favor a dmg pup on that baby most of the time, unless i find myself constantly drained from action.

Also, do not forget bofa treat, blob candy and pixie for some action buffs.



That is not true. Neither a Dmg PU nor an SACE PU increase the rate of fire. Both shoot at the same speed. One will do more damage, but will result in action running out faster where as the SAC PU will result in a little less damage but over a longer period of time. The Dmg PU wpn will not shoot slower than the SAC PU weapon.






you are wrong dude, A damage pup, most definitly slows your rate of fire. they have a -speed modifier which slows the weapon speed, A sac pup does not have a speed modifier.


My Carb is similar in stats to the one in the top post. And I run a dmg pup on it and never run out of action Max dmg pup'd is around 1220. It is called knowing your specials, and running a macro. If I were to stand in one spot and alternate ADV crit and legshot, then yes I would run out of action. But I run macros that make sure I am at lest firing ranged shot at the max wepon speed while trowing in some of the more powerfull specials on occasion. I will do more damage over time than someone spaming thier 2 highest shots with the same weapon. I have tested this over and over and beat down to many krayts to count using a dmg pup and never running out of action.





Dacal - Pre NGE Jedi / Graabir Boubie- Master Merchant (Account Canceled)
Bio-Hazzard - MCM/MBH (Account Canceled)

R.I.P. SWG 11/15/2005

The problem with the Human Race is this:
Unlike the animal kingdom there is no top predator that eats the slow and stupid.
KJFett3
Wed Jul 13, 2005 11:04 am
#19






dacal wrote:





KJFett3 wrote:





Wimpanzee wrote:
i would, depending on ythe situation, use SAC or dmg.

I tend to cary a high damage gun (hlr) and a low SAC gun (e11 mk2)

i tend to start out with the rifle, doing massive damage, running out of action.

When my action hits about 30%, i switch to the carbine (should i need to continue firing)

i keep the rifle dmg pupped, and the carbine sac pupped.

One thing to remember, with a dmg pup, you are also shooting slower, using less action over a period of time - making your action last a little longer.

I would probably favor a dmg pup on that baby most of the time, unless i find myself constantly drained from action.

Also, do not forget bofa treat, blob candy and pixie for some action buffs.



That is not true. Neither a Dmg PU nor an SACE PU increase the rate of fire. Both shoot at the same speed. One will do more damage, but will result in action running out faster where as the SAC PU will result in a little less damage but over a longer period of time. The Dmg PU wpn will not shoot slower than the SAC PU weapon.






you are wrong dude, A damage pup, most definitly slows your rate of fire. they have a -speed modifier which slows the weapon speed, A sac pup does not have a speed modifier.


My Carb is similar in stats to the one in the top post. And I run a dmg pup on it and never run out of action Max dmg pup'd is around 1220. It is called knowing your specials, and running a macro. If I were to stand in one spot and alternate ADV crit and legshot, then yes I would run out of action. But I run macros that make sure I am at lest firing ranged shot at the max wepon speed while trowing in some of the more powerfull specials on occasion. I will do more damage over time than someone spaming thier 2 highest shots with the same weapon. I have tested this over and over and beat down to many krayts to count using a dmg pup and never running out of action.








Ohh, yeah..forgot about that -spd mod on the dmg PUs...If I remember correctly, the two modsseem to almost negate themselves on a PU. Why bother?


An SAC PU gives flexibility in what specials can be used....sure you may not run out of action by using more ranged shot and less legshot...but with an SAC PU, you can shoot more legshot and less ranged to improve the DPS while having the same drain on the mind as you. I am glad you spent the time testing it though. but you have to admit that when a vast majority areseeing the SAC PU as being the better option...that maybe the masses could be right...after all, this isn't about whether the world is flat or not. Most of us here are good with the carbine, and have been carbineers for some time now.



!Drevin of DROW!
!!
KJFett3
Wed Jul 13, 2005 1:37 pm
#20






Nyyxx wrote:





KJFett3 wrote:





Jocephus wrote:



My only thought on this is that I have a carbine with a max damage of about 950 and an SAC of 76 and I RARELY have to worry about running out of action. I would pup the damage. There are foods that increase your action regeneration (like good ol' V. Brandy) but there is nothing else that will increase your damage. I dont think 82 is that high for an SAC.


Also, I would be affraid to pup it without an ADK. Dont pups reduce the life of the gun?




Message Edited by Jocephus on 07-13-2005 12:22 PM


Message Edited by Jocephus on 07-13-2005 12:23 PM




This is one of those "urban legends"


You lose condition on a gun with each shot. The more shots, the more condition you lose. Shoot slow and the condition drops slowly...because you shoot fewer shots. Shoot fast and you lose condition fast..because you shoot more. Both will get the same number of shots...one will just get those shots out faster than the other.


Now with that in mind, an SAC PU wont affect that at all as you will shoot just as fast as without a PU, but will have more action so yeah..the condition will drop faster than without because you will live longer and shot more.








actually you are incorrect. I did testing on this Pre-cu** and pups did greatly increase wear. I tested per shot, not a timed period.








actually I tested it as well. Believe what you want.



!Drevin of DROW!
!!
DanteTheMagnificent
Wed Jul 13, 2005 1:39 pm
#21






KJFett3 wrote:





Nyyxx wrote:





KJFett3 wrote:





Jocephus wrote:



My only thought on this is that I have a carbine with a max damage of about 950 and an SAC of 76 and I RARELY have to worry about running out of action. I would pup the damage. There are foods that increase your action regeneration (like good ol' V. Brandy) but there is nothing else that will increase your damage. I dont think 82 is that high for an SAC.


Also, I would be affraid to pup it without an ADK. Dont pups reduce the life of the gun?




Message Edited by Jocephus on 07-13-2005 12:22 PM


Message Edited by Jocephus on 07-13-2005 12:23 PM




This is one of those "urban legends"


You lose condition on a gun with each shot. The more shots, the more condition you lose. Shoot slow and the condition drops slowly...because you shoot fewer shots. Shoot fast and you lose condition fast..because you shoot more. Both will get the same number of shots...one will just get those shots out faster than the other.


Now with that in mind, an SAC PU wont affect that at all as you will shoot just as fast as without a PU, but will have more action so yeah..the condition will drop faster than without because you will live longer and shot more.








actually you are incorrect. I did testing on this Pre-cu** and pups did greatly increase wear. I tested per shot, not a timed period.








actually I tested it as well. Believe what you want.






Or if the weapon really deserves so much worry in regards to decay, make some cash, win an ADK auction, and the point is moot. =)



If the weapon isn't worth that kind of trouble, then if it does wear out eventually, it won't be any big deal to replace it.







...:::0zawi Crestwaver:::...
...:::Carbineer / Squad Leader in service to our glorious Emperor:::...

***Elder Member of DFS***
***Crusty old fart of Dark Force City, Corellia ***
TRS Novice Troll
,.|.. My anti-drug is DanteTheMagnificent! ..|.,

KJFett3
Wed Jul 13, 2005 1:46 pm
#22






DanteTheMagnificent wrote:






KJFett3 wrote:





Nyyxx wrote:





KJFett3 wrote:





Jocephus wrote:



My only thought on this is that I have a carbine with a max damage of about 950 and an SAC of 76 and I RARELY have to worry about running out of action. I would pup the damage. There are foods that increase your action regeneration (like good ol' V. Brandy) but there is nothing else that will increase your damage. I dont think 82 is that high for an SAC.


Also, I would be affraid to pup it without an ADK. Dont pups reduce the life of the gun?




Message Edited by Jocephus on 07-13-2005 12:22 PM


Message Edited by Jocephus on 07-13-2005 12:23 PM




This is one of those "urban legends"


You lose condition on a gun with each shot. The more shots, the more condition you lose. Shoot slow and the condition drops slowly...because you shoot fewer shots. Shoot fast and you lose condition fast..because you shoot more. Both will get the same number of shots...one will just get those shots out faster than the other.


Now with that in mind, an SAC PU wont affect that at all as you will shoot just as fast as without a PU, but will have more action so yeah..the condition will drop faster than without because you will live longer and shot more.








actually you are incorrect. I did testing on this Pre-cu** and pups did greatly increase wear. I tested per shot, not a timed period.








actually I tested it as well. Believe what you want.






Or if the weapon really deserves so much worry in regards to decay, make some cash, win an ADK auction, and the point is moot. =)



If the weapon isn't worth that kind of trouble, then if it does wear out eventually, it won't be any big deal to replace it.









Agreed, but there was a time before ADKs where we had to worry about such things....



!Drevin of DROW!
!!
DanteTheMagnificent
Wed Jul 13, 2005 1:52 pm
#23






KJFett3 wrote:





DanteTheMagnificent wrote:






KJFett3 wrote:





Nyyxx wrote:





KJFett3 wrote:





Jocephus wrote:



My only thought on this is that I have a carbine with a max damage of about 950 and an SAC of 76 and I RARELY have to worry about running out of action. I would pup the damage. There are foods that increase your action regeneration (like good ol' V. Brandy) but there is nothing else that will increase your damage. I dont think 82 is that high for an SAC.


Also, I would be affraid to pup it without an ADK. Dont pups reduce the life of the gun?




Message Edited by Jocephus on 07-13-2005 12:22 PM


Message Edited by Jocephus on 07-13-2005 12:23 PM




This is one of those "urban legends"


You lose condition on a gun with each shot. The more shots, the more condition you lose. Shoot slow and the condition drops slowly...because you shoot fewer shots. Shoot fast and you lose condition fast..because you shoot more. Both will get the same number of shots...one will just get those shots out faster than the other.


Now with that in mind, an SAC PU wont affect that at all as you will shoot just as fast as without a PU, but will have more action so yeah..the condition will drop faster than without because you will live longer and shot more.








actually you are incorrect. I did testing on this Pre-cu** and pups did greatly increase wear. I tested per shot, not a timed period.








actually I tested it as well. Believe what you want.






Or if the weapon really deserves so much worry in regards to decay, make some cash, win an ADK auction, and the point is moot. =)



If the weapon isn't worth that kind of trouble, then if it does wear out eventually, it won't be any big deal to replace it.









Agreed, but there was a time before ADKs where we had to worry about such things....






Yeah, I'm well aware. (And quite literate to boot!). And as such, referring back to the OP - he says he's saving up for an ADK. So the whole discussion, in this particular instance, is moot. Whether powerups affected the life *per shot* of a weapon more than without in the olden pre-ADK days bears no relevance in this case.


However, the testing I did do (all pre-CU mind you) showed no accelerated decay as a result of powerup use, either. Granted, I'm not going to claim to be the definitive source for anything. So if the guy that thinks that they do wear 'em down faster finds that's how it works for him, c'est la vie. In my experience it doesn't. Whatever works for each individual is fine - so long as it works.







...:::0zawi Crestwaver:::...
...:::Carbineer / Squad Leader in service to our glorious Emperor:::...

***Elder Member of DFS***
***Crusty old fart of Dark Force City, Corellia ***
TRS Novice Troll
,.|.. My anti-drug is DanteTheMagnificent! ..|.,

KJFett3
Wed Jul 13, 2005 1:58 pm
#24






DanteTheMagnificent wrote:






KJFett3 wrote:





DanteTheMagnificent wrote:






KJFett3 wrote:





Nyyxx wrote:





KJFett3 wrote:





Jocephus wrote:



My only thought on this is that I have a carbine with a max damage of about 950 and an SAC of 76 and I RARELY have to worry about running out of action. I would pup the damage. There are foods that increase your action regeneration (like good ol' V. Brandy) but there is nothing else that will increase your damage. I dont think 82 is that high for an SAC.


Also, I would be affraid to pup it without an ADK. Dont pups reduce the life of the gun?




Message Edited by Jocephus on 07-13-200512:22 PM


Message Edited by Jocephus on 07-13-200512:23 PM





This is one of those "urban legends"


You lose condition on a gun with each shot. The more shots, the more condition you lose. Shoot slow and the condition drops slowly...because you shoot fewer shots. Shoot fast and you lose condition fast..because you shoot more. Both will get the same number of shots...one will just get those shots out faster than the other.


Now with that in mind, an SAC PU wont affect that at all as you will shoot just as fast as without a PU, but will have more action so yeah..the condition will drop faster than without because you will live longer and shot more.








actually you are incorrect. I did testing on this Pre-cu** and pups did greatly increase wear. I tested per shot, not a timed period.








actually I tested it as well. Believe what you want.






Or if the weapon really deserves so much worry in regards to decay, make some cash, win an ADK auction, and the point is moot. =)



If the weapon isn't worth that kind of trouble, then if it does wear out eventually, it won't be any big deal to replace it.









Agreed, but there was a time before ADKs where we had to worry about such things....






Yeah, I'm well aware. (And quite literate to boot!). And as such, referring back to the OP - he says he's saving up for an ADK. So the whole discussion, in this particular instance, is moot. Whether powerups affected the life *per shot* of a weapon more than without in the olden pre-ADK days bears no relevance in this case.


However, the testing I did do (all pre-CU mind you) showed no accelerated decay as a result of powerup use, either. Granted, I'm not going to claim to be the definitive source for anything. So if the guy that thinks that they do wear 'em down faster finds that's how it works for him, c'est la vie. In my experience it doesn't. Whatever works for each individual is fine - so long as it works.







I wasn't knocking your post or ability to read. I agreed and was justpointing out why we did the testing....because we didn'thave ADKs..not because we were incredibly board and have no life. I am glad to see someone also found what I did and agree..let them believe what they want.



!Drevin of DROW!
!!
Lycantha
Wed Jul 13, 2005 3:51 pm
#25

I think there is no "best" powerup.

I think weapons build and stats will dictate what is "best". I have a WS, and all of my weapons are built for SAC and Damage, therefore in most cases a speed powerup on the basic MkII/Elite is effective. Note that I build all of mine to 73 SAC.

Add a 12% speed slice to that weapon and I am finding that a damage PwP is best considering my speed mods and attachments. At this point I recieve diminishing returns from the speed Pwp and burn action faster with no appreciable positive effects from speed. My current E-11 Mk 11 set up this way is 502-1100 Dam, 17 accu, 385 Base DPS and 73 SAC.

Looking at a weapon like the Grievious dictates other choices. On mine I damage sliced it, Damage powerup and left the speed alone because of the high SAC. This works because I have Stopping Shot, and Im doing High Damage and taking none in return generally because of 60m range. The instant root breaks I switch to a faster lower SAC carb. The Grievious I am using now is 617-1118 damage/344 base DPS sliced and powered, and hits hard. I use it simply because of the range and my Carb mods vs using a rifle.

As with all questions regarding "best", you have to consider your template, the weapon, your playstyle, targets and all variables. What is best in one scenario will not be best in another.

Im also very fortunate that I ran off enough powerups before the attribute change. My pwps are 20% positive on both damage and speed types and 0 negative.

Message Edited by Lycantha on 07-13-2005 04:06 PM



Lasai Bilof
Mercenary
Master Carbineer Since November 03
Ronin


dustinss5
Wed Jul 13, 2005 6:40 pm
#26


Eleutherios wrote:
Now that I got this guy here:
http://img280.imageshack.us/img280/915/jedikiller5lf.jpg
I'm saving up for an ADK, but also, I was wondering if anyone had some powerup advice.
Damage PuP increases it greatly... I was thinking of slapping one of those +30%s on to it (or will it cap?) reduces speed slightly.
SAC PuP would decrease the SAC to the mid-sixties. The accuracy penalty is somewhat mitigated due to the inherent +8 Acc in the gun.
Accuracy PuP would increase the Accuracy... but not sure how much that would change anything.
Speed PuP would allow me to fire off special after special after special in rapid succession.
What do you guys think?



It really depends on what kind of weapon you are talking about.

For that, SAC.

Message Edited by dustinss5 on 07-13-2005 06:41 PM






Wester Braden
dLowca8
-- ABK --

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