swglogo
EverQuest Camelot FFXI WoW EQ2 Planetside Lineage II EQOA
Subscribe...
Home...
News...
News Archives...
Store...
FAQ...
Links...
Submit Information...
Login/User...
User Accounts...
Your Characters...
New Commments...
Journals...
Forums...
Main SWG Forum...
How to Become a Jedi...
Out of Topic Forum...
The Asylum...
Allakhazam IRC Chat...
Game Guides...
Combat...
Crafting...
General...
Location...
Macros...
Profession...
PvP...
Starting...
Discussion...
Servers...
Professions...
Races...
Characters...
Full List...
Races...
Professions...
Skills...
Skill Modifiers...
Abilities...
Certifications...
Schematics...
Items...
Badges...
Character Builder...
Geography...
Planets...
Cities...
Places of Interest...
Resources...
Spaceport Routes...
Dynamic Maps...
Search Locations...
Add Locations...
Location Help...
Commands...
Quests...
List...
By Planet...
By Area...
Missions...
Bestiary...
Search...
Trainers...
Facilities...
Stats:
  • Quests: 487
  • NPCs: 3,696
  • Skills: 927
  • Abilities: 3,360
  • Schematics: 1,455
  • Locations: 2,659
  • Users: 557,811
  • Comments: 3,572,191

  • Keh's Guide to Weapon Power-Ups
    By: Keh' Icoh, Posted at: Mon, Jul 7th 4:30 PM 2003
    Rated 4.60 by 10 people

    Power-Ups at Temporary modifications to weapons. They can be made by any artisan (trust me the artisans know).

    I thought I'd make this list up to help some of you sort through what powerup does what without having to check details on every one.

    I know alot of those on the bazaar are junk (+2% and such), but powerups can go as high as a +30% bonus to primary stat and +15% to the secondary stat.

    Secondary stat mod is half of the Primary.
    (On rare occasions a 3 stat mod powerup is created but not very often)

    +25% damage or speed reduction can be pretty significant!
    As far as I know, they all have 100 uses.

    NOTE: Some mods have +% penalties. This is not a bad thing! It's a bonus that reduces the penalty by +%. Example: +20% Special Move Action Cost REDUCES the cost by 20%

    Naming: *Primary* *Type* of *Secondary*
    ex. Hot-Wired Coupling of Overpowering is.. (per below)
    a Coupling Powerup of Maximum Damage bonus with secondary Ideal Range bonus.

    BARREL
    Ported (Special Move Health Cost)
    Smoothed (Point Blank Penalty)
    Taper-Bored (Wound Chance)
    of Alignment (Ideal Attack Bonus)
    of Concentration (Maximum Damage)
    of Condensing (Ideal Range)
    of Dampening (Special Move Mind Cost)

    COUPLER
    Hot-Wired (Maximum Damage)
    Quick-Charge (Attack Speed)
    Short-Circuited (Minimum Damage)
    Tweaked (Special Move Action Cost)
    of Compensation (Special Move Mind Cost)
    of Overpowering (Ideal Range)
    of Searing (Point Blank Penalty)

    GRIP
    Ergonomic (Ideal Range)
    Fitted (Ideal Attack Bonus)
    Hair-Triggered (Attack Speed)
    Lightening (Special Move Mind Cost)
    of Aiming (Minimum Damage)
    of Reckoning (Wound Chance)
    of Steadying (Max Range Penalty)

    MUZZLE
    Muffled (Special Move Mind Cost)
    Polished (Wound Chance)
    Scattering (Max Range Penalty)
    Tuned (Maximum Damage)
    of Flaring (Point Blank Penalty)
    of Focusing (Max Range Penalty)
    of Braking (Special Move Health Cost)
    of Sighting (Minimum Damage)

    SCOPE
    Calibrated (Max Range Penalty)
    Powered (Special Move Mind Cost)
    Precision (Minimum Damage)
    Ranged (Ideal Attack Bonus)
    of Targetting (Attack Speed)
    of Pin-Pointing (Wound Chance)
    of Tracking (Special Move Action Cost)

    STOCK
    Anti-Jitter (Max Range Penalty)
    Balanced (Ideal Range)
    Reactive (Special Move Health Cost)
    of Dissipation (Max Damage)
    of Accuracy (Ideal Attack Bonus)
    of Cushioning (Special Move Action Cost)
    of Loading (Attack Speed)

    GENERIC MELEE
    Balancing (Special Move Health Cost)
    Barbing (Point Blank Penalty)
    Compensating (Special Move Mind Cost)
    Extending (Ideal Range)
    of Control-Enhancement (Attack Speed)
    of Accuracy (Ideal Attack Bonus)
    of Precision (Minimum Damage)
    of Wounding (Wound Chance)


    I may have missed a couple but it's pretty random when you make em. You can pick grip but there is no choice as to whether its Hair-Triggered or whatever.

    Keh' Icoh (artisan do-all of Rori)

    SWG: General: Keh's Guide to Weapon Power-Ups, by Keh' Icoh
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
    Save:
    8 threads, 1 page(s) long 
       Comments Reply...
      Posted @ Sat, Oct 4th 8:13 AM 2003
      By: Anonymous
      Score: Default [2.00]

      first off, the max % a power up can have isn't 30%, its 33.49%, i know ive made them. thats with good high quality resources and the luck to max out experminatly effectiveness at 94%.  Some of the very best power ups are pretty rare to make, ones that are +33.49% max dmg and 16% min damage. Get a crate of those and you'll notice a large jump in your damage per second

      But as for having min damage as the main 33.49% modifer is FOOLISH! think about it, what would have the higher gain in damage, the lowest number or the highest number? exactly, you dps will increase way more if you have max dmg as the main bonus.

       
      1 Reply
         RE: Comments Reply...
        Posted @ Thu, Jun 17th 10:19 AM 2004
        By: Tomshirk
        181 posts
        Score: Decent [2.62]

        That max damage comment is only true if you're incapable of simple math.
        Your damage must be balanced to see an increase in DPS.  See my commentary way below...                                                   

         
        ----------------------------
        Why do we fear death?
        It is the one common thread that binds all living things.
        We should emrace it with the love of life and desire for harmony.
        Or should we instead cling to life and diversity, at the cost of peace?
        0 Replies
       Tip on buying a weapon Reply...
      Posted @ Thu, Jul 24th 9:12 AM 2003
      By: Anonymous
      Score: Default [2.00]

      This is somewhat related:
      1. Always buy a weapon from a MASTER weaponsmith
      2. Get it sliced by A Master Smuggler
      3. Ask around for the best Weapon Smtihs and Smugglers are.. I usually go to a larger guild (Such as Sturmgranadier on Talus/Starsider). Recommendations from Friends are the best since you can trust them.
      4. Get Powerups from master artisans that have properly experimented and used high quality materials..

      Yes this all seems pretty expensive but it is worth it. Especially in soloing.

      I am no expert so take my advice with a grain of salt.. this has worked for me.. And I go on experience in the game.. I have purchased cheese weapons from 1/2 4ss Weapons smiths for the same price of a Master made weapon.. I have been burned, please dont let this happen to you :).

      Reggi Lonestar (Talus /Starsider)

       
      1 Reply
         RE: Tip on buying a weapon Reply...
        Posted @ Thu, Jun 17th 10:18 AM 2004
        By: Tomshirk
        181 posts
        Score: Decent [2.62]

        Let me say that I agree with you up to a point.  It takes some good cash to go to masters. Please dont try to push us little guys out of the market.
        I always take time to produce high-quality goods, and put alot of experimentation into them. Even though I'm not a master, I sell items that are the top I'm capable of (I only practice failures, never produce them, let alone sell).
        The result is that my goods sell, high and consistently. Because I put EFFORT into them.
        Please keep people aware that a CDEF that someone put some effort into will be better than a ruined, cheaply built D18!

         
        ----------------------------
        Why do we fear death?
        It is the one common thread that binds all living things.
        We should emrace it with the love of life and desire for harmony.
        Or should we instead cling to life and diversity, at the cost of peace?
        0 Replies
       minimum? Reply...
      Posted @ Tue, Jul 22nd 3:53 PM 2003
      By: Anonymous
      Score: Default [2.00]

      yo - why would you want a powerup that has 'minimum damage' associated with it??

                                                                      

       
      2 Replies
         RE: minimum? Reply...
        Posted @ Thu, Jun 17th 10:04 AM 2004
        By: Tomshirk
        181 posts
        Score: Decent [2.62]

        Someone doesnt understand the damage system.
        Because guns in SWG dont kill on one good hit, you need a good gun that does high damage CONSISTENTLY.  Let's say I have two of the same type of gun, which I'll call X1. One is experimented and enhanced for min and max dam evenly, the other is only max damage. We'll assume they have an identical attack speed of 2.
        X1 (Max model) -- 15 - 150
        X1 (balanced) -- 30 - 75
        The first one looks more powerful, right? Think again! It may be capable of 150 point hits, but it can also flub at 15! Let's look at the DPS results:
        X1 (max) -- 41.25 DPS
        X1 (Bal) -- 48.75 DPS
        So the balanced model, despite having HALF the max damage, has a good leap in DPS. Since our attack speed is 2, the balanced model will average about 16 points (or 39% more!) more damage with each attack!
        Read the marksman's guides if you doubt me...

         
        ----------------------------
        Why do we fear death?
        It is the one common thread that binds all living things.
        We should emrace it with the love of life and desire for harmony.
        Or should we instead cling to life and diversity, at the cost of peace?
        2 Replies
           RE: minimum? Reply...
          Posted @ Tue, Aug 24th 7:06 PM 2004
          By: incantator
          1 posts
          Score: Decent [3.00]

          Something about your calculations does not make sense.  I was under the impression that DPS is calculated by taking the average damage and dividing it by the attack speed. The average damage for the weapons listed is as follows:

          X1 (max) -- 15 - 150 = (150+15)/2 = 82.5
          X1 (balanced) -- 30 - 75 = (30+75)/2 = 52.5

          Then the average DPS with a 2 attack speed would be the following:

          X1 (max) -- 41.25 (you got this right)
          X1 (balanced) -- 26.25 (this is way off)

          The result is that a percentage increase to Maximum Damage would result in a higher DPS than the same percentage increase to Minimum Damage. For example, suppose there is a weapon with a damage range of 10 to 100 (55 average). If a 10% increase is provided to Minimum Damage, the average damage would equal ((1.1)*10+100)/2 = (11+100)/2 = 55.5 (0.90% increase). If a 10% increase is provided to Maximum Damage, the average damage would equal (10+(1.1)*100)/2 = (10+110)/2 = 60 (8.33% increase). Of course, the best attribute to increase in order to increase DPS is the Attack Speed, because as long as the total attack speed is not reduced to below 1, an increase here results in the same percentage increase in DPS.

           
          0 Replies
           RE: minimum? Reply...
          Posted @ Thu, Jun 17th 10:08 AM 2004
          By: Tomshirk
          181 posts
          Score: Decent [2.62]

          On a side note, I'm an artisan in addition to being a marksman.  I make the weapons I use and here's what gets results for me:
          Balanced min and max damage
          Low special costs
          Attack speed

          The most important is the specials cost. I find I do more damage by spamming my overcharge shot. It ends fights quicker than any other combo I've tried. So a gun that has a low specials cost will allow me to rape an opponents HAM with random ferocity with little cost to me.

           
          ----------------------------
          Why do we fear death?
          It is the one common thread that binds all living things.
          We should emrace it with the love of life and desire for harmony.
          Or should we instead cling to life and diversity, at the cost of peace?
          0 Replies
         RE: minimum? Reply...
        Posted @ Sat, Jul 26th 4:06 PM 2003
        By: Consular
        6 posts
        Score: Decent [3.00]

        It raisesthe minimum damage of the weapon. A good thing. Trust me on this.

        Consular Jadeh                                                                

         
        0 Replies
       how to make specific power ups? Reply...
      Posted @ Sun, Jul 20th 3:12 PM 2003
      By: Anonymous
      Score: Default [2.00]

      This is good, but the type of power up seems to be random...anyone know how to make a specific eg Scope of targetting or coupler of compensation?

      I must be a combination of %experimentation and the materials, but I cant fathom a pattern                                      

       
      1 Reply
         RE: how to make specific power ups? Reply...
        Posted @ Sat, Oct 4th 8:16 AM 2003
        By: Anonymous
        Score: Default [2.00]

        From what ive seen, what the power ups get as bonuses all depends on the type of power up and some random generator on the servers. hehe so no secret combination of experiment and materials.

        What ya do is craft a ton of these power ups, the ones that you get good bonuses on and max out the experminate, you make a schemtic off, that way you can build a whole bunch of these powers in a factory each having great stats

         
        0 Replies
       Can you experiment on powerups? Reply...
      Posted @ Tue, Jul 8th 10:08 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Is there a way to experiment on these? I've tried to make these but whenever I tried standing near a general item station it doesn't allow me to exp. on it. Anyone know? I want to make some good powerups.                                      

       
      3 Replies
         RE: Can you experiment on powerups? Reply...
        Posted @ Wed, Jul 9th 11:36 AM 2003
        By: Enwyn
        2 posts
        Score: Decent [3.00]

        You need to be standing near a public/private weapon crafting station, not a general item station.                                                                

         
        0 Replies
         RE: Can you experiment on powerups? Reply...
        Posted @ Tue, Jul 8th 10:32 AM 2003
        By: Xentax
        1 posts
        Score: Decent [3.00]

        Note that you can only equip one type of powerup at a time -- kind of counter-intuitive, but I guess it's a temporary *replacement* item of that type, compared to the one the gun came with or whatever. I mean, take away the barrel, stock, grip, coupler, muzzle, and scope from a gun, and there's just not much left.

        One question: I have a stock I crafted, which I *can't* powerup a Tusken rifle with, for some reason. Anyone know why that might be? I did just get Eng IV to be able to make it, and (of course) the weapon didn't have a powerup at the time I tried (both times).

        I guess I should make some more and see if any of them work...

         
        0 Replies
         RE: Can you experiment on powerups? Reply...
        Posted @ Tue, Jul 8th 10:27 AM 2003
        By: Anonymous
        Score: Default [2.00]

        Yes you can experiment -- make sure you use a weapon crafting tool at a public/private weapon crafting station. Experimenting = GOOD -- better powerup AND you grind the crafting XP that much faster, AFAIK.                                      

         
        0 Replies
       Re. Multi powerups Reply...
      Posted @ Tue, Jul 8th 8:48 AM 2003
      By: Kwaidan
      2 posts
      Score: Decent [3.00]

      no you can only add one powerup at a time, with 100 shots and you will have to add another one                                                                

       
      0 Replies
       multiple power ups Reply...
      Posted @ Tue, Jul 8th 8:00 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Can a weapon have more than one power up?                                                                             

       
      0 Replies
       wickum Reply...
      Posted @ Mon, Jul 7th 5:13 PM 2003
      By: Anonymous
      Score: Default [2.00]

      WOW. nice guide.  we need more of these. I'm a artisan myself and I can't give powerups away with good stats enhancement. hopefully this will teach marksman the value of power ups.                                                   

       
      1 Reply
         RE: wickum Reply...
        Posted @ Thu, Jun 17th 9:54 AM 2004
        By: Tomshirk
        181 posts
        Score: Decent [2.62]

        I'm a 3-0-0-2 Artisan on Bloodfin and all my powerups sell like hot cakes, regardless of how I overprice 'em.  For that matter, all my items sell well, despite the price.
        How?
        Well, for one, I never sell a junkie item. I only sell the good stuff... I must be getting a rep!
        Lastly, I always give my stuff a distinctive name. It stands out in a crowd. Which would YOU buy if you needed a Smoothed Barrel of Concentration for your pistol?
        "Smoothed Barrel of Concentration" for 200c
        or
        "Wickum's Own Smoothed Barrel of Concentration" for 500c
        I'd buy Wickum's... it shows he knows the crafting system and that his will likely be a higher quality.

         
        ----------------------------
        Why do we fear death?
        It is the one common thread that binds all living things.
        We should emrace it with the love of life and desire for harmony.
        Or should we instead cling to life and diversity, at the cost of peace?
        0 Replies
      0 Message(s) skipped by filter settings, 19 displayed
      Anonymous posting has been disabled on this forum.

      Forum system by Illia