Rifleman Archive

Thread: Powerups and Attachments

Ackehece
Tue Oct 26, 2004 1:31 pm
#1






Amphiaraus wrote:

Can anyone explain how Powerups and Attachments improve the performance of ranged weapons?


Powerups allow for a bonus to be applied to many stats, generally the powerups

come in two stat versios, something at 30%+ and 15%+

for rifleman who are not speed capped speed +30% is good

otherwise max damage +30% is good. In pvp you would rather have

min damage +30%, you also can get them to modify range and ham costs

eg: Tuned Scope Of Devestation (demo- not a real attachement)

+33% Maximum Damage

+15% Minimum Damage

+3% Range


Attachments do not attach to weapons - see last part of reply


How do I add a Powerup and/or Attachment to a ranged weapon, or can only a Weaponsmith do this?


powerups can be added by yourself as they wear out after 100 uses,

you will probably use crates of them. Just drag it onto the weapon and then it should be on it.


Finally, is it the case that clothing can have attachments that improve the performance of ranged weapons?


clothing attachements/armor attachments give modifiers to your skill and not to the performance of the weapon

generally as a rifleman you will be seeking, speed and accuracy mods + any defense mods you can get.

eg: Rifle Speed +10

Rifle Accuracy while moving +4

etc


How do I add such an attachment to clothing, or can only aTailor do this?


anyone can add attachements - do an examine on your clothes/armor-

it should tell you how many sockets it has

you can just drag and drop that many attachments to that peice of clothing/armor.

beaware that you should not currently try to add two of the same

attachement to the same article of clothing as it is

bugged and you will only get the last/greater mod and not both added together.

Amphiaraus

Novice Rifleman/Novice Ranger









"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




HarlequinMK19
Tue Oct 26, 2004 1:54 pm
#2

Everything that Ackehece said is good, except for one minor detail that she forgot to mention: Powerups drastically effect your weapons condition. When a gun is powered-up, it will decay faster than it normally would. That said, you should only use power-ups (excessively)on guns that you won't mind losing, i.e. grinding rifles or hunting rifles. I personally always stick powerups on my PvP guns, but then again, I only use those weapons to PvP, so the decay rate is not that drastic because of the limited use they get.



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
WayneInAustin
Tue Oct 26, 2004 2:24 pm
#3

Well since we're on this topic... let me get some clarification.

Someone (I think it may have been Kezia) said that your weapon decays at a rate corresponding to the damage it produces. IF this is true, then the following statements would seem to be true... can anyone agree or disagree please:


If your weapon decays at a rate corresponding to it's output damage, then....

1. Power-ups would cause your weapon to decay faster because they would be causing its DPS to increase.

2. This also explains why using high-damage specials would cause your weapon to decay faster.

3. However, this is not a bad thing becausetheoretically, you would be killing stuff faster with powerups and specials.


So the big question is this:Is the ratio of [ decay/power produced ] with a powerup the same as without it.


4. If the ratio is the same both with and without a powerup, then WITH a powerup you would kill the same amount of critters and gather the same XP before your weapon broke as WITHOUT. It would just take a lot longer without.

5. This makes powerups a wise choice... not something to be avoided to save your weapon. They would get you to the same spot faster.


Comments??





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


XaverriJade7
Tue Oct 26, 2004 2:33 pm
#4

That is a good theory Wayne and I suppose I'd be more likely to believe it than anythingelse on this matter. The credit for it doesn't go to me though I forget who came up with that one, but it was someone much better at this stuff than me





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
Jeisyn
Tue Oct 26, 2004 2:42 pm
#5

hmm...


Interesting speculation, Wayne. Here's some alternatives. I'm just tossing around ideas here, nothing concrete


you take a basic crafted weapon. it decays at a specific modifier. now you slice it. this seems to adjust the decay modifier in such a way that it decays faster. POSSIBLY, thebetter the slice, the faster it dies - no hard evidence here from me.

adding a powerup seems toadjust the decay modifier even further,possibly at a ratio of how much dmg/speed the powerup addsor possibly just a hard-coded "powerup decay modifier" that is the same no matter how good or bad the powerup.



for example - i have a Krayt E11 that received a 34% damage slice. i loved this gun and wanted it to last, so inever put powerups on it. i've used it quite a bit and it decays much much slower than my other guns with powerups. /shrug


hard to say if the decay is a ratio based on "how well the gun is hotwired", or if it's a hard-coded "powerup + slice = decay modifier of xx"






Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
WayneInAustin
Tue Oct 26, 2004 2:58 pm
#6






Jeisyn wrote:

hmm...


Interesting speculation, Wayne. Here's some alternatives. I'm just tossing around ideas here, nothing concrete


you take a basic crafted weapon. it decays at a specific modifier. now you slice it. this seems to adjust the decay modifier in such a way that it decays faster. POSSIBLY, thebetter the slice, the faster it dies - no hard evidence here from me.

adding a powerup seems toadjust the decay modifier even further,possibly at a ratio of how much dmg/speed the powerup addsor possibly just a hard-coded "powerup decay modifier" that is the same no matter how good or bad the powerup.


for example - i have a Krayt E11 that received a 34% damage slice. i loved this gun and wanted it to last, so inever put powerups on it. i've used it quite a bit and it decays much much slower than my other guns with powerups. /shrug


hard to say if the decay is a ratio based on "how well the gun is hotwired", or if it's a hard-coded "powerup + slice = decay modifier of xx"





This COULD fit in with my theory... Slicing, powerups, specials...ALL of these affect the DPS of the weapon.


I think I may be able to test this. I have some identical Laser Rifles... same crate, same damage slice. With all the grinding I am doing, I could take these two along and use them in very specific situations:
-- I will take turns using them on the exact same animals, animal "X" as of now
-- I will attempt not to use them for ANYTHING else.
-- I will use one of the rifles without any powerups and keep track of how many of animal X I kill.
-- I will use the other rifle WITH powerups (damage, specifically) and also keep count.
Theoretically, after I have killed large and equal numbers of Animal "X" with both rifles, their condition should be close.


There are some variables that cannot be worked around, but which shouldnt make major impacts either:
-- Not all animals with the same name have the exact same HAM.
-- The final shot on each animal could be mostly wasted (if the animal only had 1 MIND unit left, for example) or could be used to the maximum (I hit it for 800 damage and he has 799 mind left).
Hopefully large numbers of kills would average out these differences, making them negligible.

I plan to use HeadShot 3 while prone from a distance on some animal that can always be killed before aggro. The reason for this is that I do not want the rifle firing off other shots automatically at his friends that have aggroed me.


Is this a reasonable test?





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Ackehece
Tue Oct 26, 2004 3:50 pm
#7








WayneInAustin wrote:


Ithink I may be able to test this. I have some identical Laser Rifles... same crate, same damage slice. With all the grinding I am doing, I could take these two along and use them in very specific situations:
-- I will take turns using them on the exact same animals, animal "X" as of now
-- I will attempt not to use them for ANYTHING else.
-- I will use one of the rifles without any powerups and keep track of how many of animal X I kill.
-- I will use the other rifle WITH powerups (damage, specifically) and also keep count.
Theoretically, after I have killed large and equal numbers of Animal "X" with both rifles, their condition should be close.


There are some variables that cannot be worked around, but which shouldnt make major impacts either:
-- Not all animals with the same name have the exact same HAM.
-- The final shot on each animal could be mostly wasted (if the animal only had 1 MIND unit left, for example) or could be used to the maximum (I hit it for 800 damage and he has 799 mind left).
Hopefully large numbers of kills would average out these differences, making them negligible.

I plan to use HeadShot 3 while prone from a distance on some animal that can always be killed before aggro. The reason for this is that I do not want the rifle firing off other shots automatically at his friends that have aggroed me.


Is this a reasonable test?





this would seem to be a fair method of testing - it will require much work though... the data set will have to be immense to increase the reliability of your test. ^_^ if you have the time and want to do It I am most interested in how this occurs myself! You will have to make sure you keep track of the powerups you use on the non-control rifle (preferably all the same - got a few dozen crates :-) )so that the affect is also normalized... if you use mind cost reducers vs max damage does this affect decay? and if so what are the implications of non decay increaseing powerups .... ie: Reduce mind cost 33% Increase Max Range 15%




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Jeisyn
Tue Oct 26, 2004 4:44 pm
#8

hmm.. for the powered up rifle, you won't have to keep track of how many things you kills/shots you take. just keep track of how many powerups you go through and multiply by 100


the rifle without powerups, i would just ALWAYS use headshot3 and count how many times you spam it. that way it doesn't matter what you kill, and it will be more accurate.


after 500 to 1000 shots from each rifle, you should have a good idea of what's going on.


if you start having 'fun' with this, you could also throw in a sliced weapon, and then a sliced weapon WITH a powerup.

and then DMG slices vs Speed Slices

and then high dmg slices vs low dmg slices


but that's an evil amount of work. But, i'd be straightup interested in knowing how much impact a powerup has on a rifle after 1000 shots vs a rifle with no powerup, as you originally suggested.


I don't really have the time to do this, this week



Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Amphiaraus
Wed Oct 27, 2004 12:31 am
#9

Can anyone explain how Powerups and Attachments improve the performance of ranged weapons?


How do I add a Powerup and/or Attachment to a ranged weapon, or can only a Weaponsmith do this?


Finally, is it the case that clothing can have attachments that improve the performance of ranged weapons?


How do I add such an attachment to clothing, or can only aTailor do this?

Amphiaraus

Novice Rifleman/Novice Ranger



Amphiaraus: Former Resource King of Flurry, now Retired by the NGE

Had 80 Heavy Harvs, 24 Resource Vendors

BRING BACK CLASSIC SWG (PRE-CU)

WayneInAustin
Wed Oct 27, 2004 7:10 am
#10

Yah... I don't have a lot of time either... so I can't promise this info is coming soon, but I definitely want to do this.

I have 4 identical unused Laser Rifles (from a crate I bought a long time ago) that have already been sliced, unfortunately, so I can't test sliced vs. non-sliced at the moment. But at least I can do the powerup testing.


I'm not sure I'm going to be up for counting individual shots... not sure I see the need.
What I was saying is that it should take the same amount of DAMAGE OUTPUT from a rifle to kill the same MOB. So if one rifle is putting out that damage faster than the other (because of powerups) it shouldnt matter the number of shots.


All I really need to track for this test is number of identical animals killed by each rifle (one with pup, one without). The number of kills should be equal, but obviously done with less shots by the pup'ed rifle. And of course, the condition.


Currently I plan on hunting on Endor... I can find natural (non-mission) neststhere of roba boars that are fairly easy to kill, give 4 - 5K each, and spawn up to 20 or more per nest, plus they don't aggro easily.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Barb-Wire
Wed Oct 27, 2004 8:00 am
#11

let me add in my experiences grinding 3 lines of FS xp using 3 T21.


the first 2 t21 i bought and had damage sliced and used damage powerups


i managed to grind 1 and a half lines of FS using these powered up T21 each of them broke on the fourth repair. it took both these weapons to complete those boxes.


for the last half of my grind i decided to say what the hell and used my krayt T21 without powerups and ground out the last 7 boxes with repairing the weapon once. when i started the krayt T21 had 200 durability until the point in which it started losing damage. i repaired it to 690 durability and after 7 boxes it is now at 300ish durability and about 100 points from where i expect it will be losing damage again.


so using the exact same specials with the grind T21 and the krayt T21 all of which have damage slices the rate at which my PuP'd weapons decayed was DRAMATICALLY greater than the non-PuP'd krayt rifle.


im prolly the only person on bria to grind with a krayt T21...



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Barb-Wire
Wed Oct 27, 2004 8:02 am
#12

as for exact numbers i dunno i wasnt thinking about such things at the time.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
WayneInAustin
Wed Oct 27, 2004 10:34 am
#13

Barb-Wire...

That is EXCELLENT information. First documentation I've seen lately that shows powerups having a dramatic effect... thanks!




____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


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