Ever wondered what a "Muffled Muzzle of Braking" does for your gun? Or what a "Taper-Bored Barrel of Condensing" really means? Well here are the actual explanations for all the different type of Ranged Weapon Power-Ups available in SWG and also for crafters, which type of power-up you should try to craft in order to get a specific boost for your weapon.
Each Power-Up has a Primary boost and an additional Secondary boost (the first and last part of its name, eg. "A Hair-Trigger Grip of Aiming"). These are randomly chosen from while crafting and are different for each type of Power-Up (Barrel, Scope, Grip, Melee etc)...
Below is a complete list of these random boosts by name and effect.
From this list you can clearly see what combinations of Primary and Secondary boosts are available and so you can quickly see what type of Power-Up you want!
(Note: The primary boost is roughly twice as much as the secondary on a well crafted item. Also some Power-Ups may include a minor, randomly-selected, third "boost". These are always very small, however.)
Effects It's all well and good knowing what each phrase means, but what exactly do these boosts do??
HAM Stats Health Cost - Reduces the cost of RED (Health) energy when using a Special Move with your weapon (e.g. OverShot 1 etc). Mind Cost - Reduces the cost of BLUE (Mind) energy when using a Special Move with your weapon (e.g. OverShot 1 etc). Pup wpn attack cost (aka 'Action Cost') - Reduces the cost of GREEN (Action) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Combat Wound Chance - Increases the chance of wounding your enemy Max Damage - Increases the maximum damage your weapon is capable of Min Damage - Increases the minimum damage your weapon will do Attack Speed - Reduces the time between reloads (allows you to fire more often in a given time period)
Range Ideal Range Attack Mod - Increases the power of your gun at its 'Ideal Range' (your gun's 'Ideal Range' is a set distance that it supposedly works best at, e.g. 14 meters) Ideal Range - Increase your guns 'Ideal Range' Point Blank Attack Mod - Increase the power of your gun at point blank range
So an Ergonomic Grip of Recoil-Deadening will Increase Ideal Range and Reduce Health Costs.
Remember: There's no such thing as a negative power-up... they all do something positive!
I know there a few boosts missing, if you know the name of these please give me a shout! Thanks!
I think the best combination must be: Hair-Trigger Grip of Aiming - Speed and Min Damage boosts!
But what are the best upgrades for each weapon type (Pistol, Carbine, Rifle or Melee)? Anyone have any ideas what each person wants most for their weapon?
Thanks for any feedback!
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Useful - Muzzles - Max Dmg/Min Dmg is also quite useful.
Popular- Coupler - Increased Atk Spd/Mind Cost
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What you'll get when you start the combine is completely random. But if you pay attention while you're expiramenting, you'll see what you're making so you can decide to Prototype/Schematic/Practice accordingly.
And my current format for naming is [type]: [stat 1] nn%/[stat 2] nn% (ie -- Grip: Attack Speed 32%/Min Damage 16%, those get made into schematics....)
I spent almost 3 hours today (this is my first try) trying to get a good schematic for melee powerups. I've been told that people want max dmg 33%, min dmg 16%, and speed as the third stat, usually at 7-8%. I never managed to get one, or even come close to that formula. I am starting to believe someone fed me some BS and that no such melee powerup exists.
I was also told that you could never get more than 4 stats on a powerup, and even 4 was rare. I have one with 5 stats on it. I had 3 critical failures during experimentation though, and the highest stat of the 5 is like 16%, so it's worthless other than as a curiosity.
BTW this is an awesome post; thanks Neutral I had intended to ask about a dozen questions, but your tables answered most of them for me.
First, you pretty much have to be making muzzles (most other powerups don't offer a max-dmg/min-dmg combination). Then it's a matter of grinding until two things happen simultaneously:
you get a powerup with the max-dmg/min-dmg combination
you don't get any results of less than "great success" during experimentation
I get the max-dmg/min-dmg combination maybe 1 out of every 20 crafting attempts now, and lately all of those have had at least one result less than "great success." If I were the suspicious type, I'd wonder if someone had tucked away a few lines of code to increase the chance of experimentation failure when you get a max-dmg/min-dmg combination on a powerup...
I got a muzzle wit h5 attributes: Max Dam 27%, Min Dam 5.6%, Point Blank Attack Mod 13.69%, Max Rng Atk Mod 7.9%, and Health Cost 7.92% Actually didnt take long grinding for this one, and very useful as the max dam is so high. Just wish i wasnt on my last 11 units of an out dated Carbonate ore, or i woulda made a factory to crank these suckers out. I routinely get maxed out Max/Min dam (31%/15%) that sell like hotcakes. It seems that it is all in the Resources.
I've started making more melee and grenade powerups.
I've never seen max damage or speed as a primary (+33) powerup value.
Ifele Speederbike Ninja 1 TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING! NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers. ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
Digging this thread out of retirement - if there is a better thread nowadays, please point me to it...
Here are some melee weapon kits I made tonight, you can extrapolate the major/minor stats.
1. Point Blank Attack Mod +33, Ideal Range Attack Mod +16 2. Health Cost 33%, MaxDam 16%, MinDam 8% 3. Pup wpn attack cost action 32%, Attack speed 16%, MaxDam 8% 4. Point Blank Attack Mod 33%, MINDam 16%, Attack speed 6% 5. Mind cost 33%, Max Dam 16%, Wound Chance 6% 6. Health cost 33%, Ideal Range Attack Mod 16% 7. Point Blank Attack Mod 33%, Max Range Attack Mod 16%, Ideal Range Attack Mod 4% 8. Ideal Range 33%, Ideal Range Attack Mod 16% (this might be **edit** good, depends on how implemented) 9. Mind Cost 33%, Min Damage 16%, Max Range Attack Mod 8% 10. Health cost 33%, Min Damage 16%, Wound 6% 11. Ideal Range 33%, Attack Speed 16% 12. Pup wpn attack cost action 32%, Max dam 16%, Max Range Attack Mod 8%, Min Dam 6% 13. Health cost 33%, Speed 16%, Wound 8% 14. Ideal Range 33%, Max Damage 16% 15. Health Cost 33%, Min Dam 16%, Speed 8%
Do melee weapons HAVE ranges? If so, what is the difference between "Ideal Range" and "Ideal Range Attack Mod"
- My guess would be that the "Ideal Range" Flattens out the best range of the weapon. If point blank were 1,2,3 Ideal were 4,5,6,7 and max range was 8,9,10 - I would expect "Ideal range" to make it whatever % bigger. so maybe now you have point blank at 1,2 Ideal at 3,4,5,6,7,8 and max range at 9,10. THIS IS A GUESS.
Pup wpn attk cost action - I heard that this makes a weapon use more action instead of other pools. example - If an attack used 100 out of all three pools, and you had a weapon with 33% Pup wpn attk cot action - it would now cost you 66 health, 166 action, and 66 mind. Can anyone verify this?
Propolis, Retired Character. Contact Goa'uld in game, or GoaOld on these boards.