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  • HigreCorp's Consumer Guide to Weapon Power Up
    By: Oka Higre, Posted at: Thu, Jul 10th 10:47 AM 2003, Last Edited: Sat, Apr 3rd 9:47 AM 2004
    Rated 4.55 by 9 people

    If somebody said "If you give me 300 credits I will increase your combat efficiency by 30%", would you say yes? If so, then why are you walking around without a power up on your weapon? These low cost items are anybody's friend on the battlefield. These are tips for buying power ups for your weapons. Remember, they only last 100 shots, and various situations call for various power ups.

    General Tips for Buying Power Ups

    1) The higher the percentage, the longer it will last. Why is this? Because the fewer shots you must take, the fewer that get pulled off of your power up.

    2) Power ups become more valuabe as your weapons get better. A 30% increase to 62 damage is only 18 points. A 30% increase to 150 damage is 45 points. If you paid the money for a major weapon, why not spend the extra credits to make it that much better?

    3) Power ups can customize your weapon for the job at hand. See below on specific weapons for details.

    4) While you might ignore a percentage drop in action, health, or mind cost when you're carrying a CDEF, you will not want to do it at higher levels. As a weapon's level increases, so does the cost of special moves. Your HAM bars, however, don't. You can kill YOURSELF just as easily by weakening yourself with special moves as you can by bringing a knife to a gunfight (I know many brawlers will take offense at that cliche, but it's a cliche).

    5) Sometimes it is better to take a Minimum Damage upgrade over a Max Damage Upgrade. If you have a widely varied damage rating (say a 19-65) you run an awful risk of hitting too soft. Narrowing that power band can often increase your damage efficiency better than extending the max damage.

    6) NEVER pay good credits for a power up with a name like Taper Bored Barrel or Muffled Muzzle. These only increase one statistic. A Taper Bored Barrel of Accuracy or a Muffled Muzzle of Braking will increase two.

    Powering up your Pistol

    There are quite a few power ups that work well for a pistol, but you need to know what role you will be taking in battle.

    Will you be the main target, getting in close, and drawing fire? Then you will want to power up Point Blank Penalty and Damage, to hit harder and more often. Point Blank Penalty and Attack Speed is a good combination as well. Perhaps, if your pistol is a big drain on HAM, pool costs. If you will be in the thick of things, you will want to conserve as much as possible. Consider bringing that high action cost down.

    If you will be more of a support person, you might want to consider an improvement to Ideal Range and Ideal Range Bonus. You can sit back farther and hit just as often. As well, if you have to start running, your range bonuses will drop off slower and you will hit more often (not that you will be super accurate, though). Attack speed upgrades are good, too. If the one taking the damage falls and the enemy turns on you, you can fire more often on his way in. It is often with a 2.2 modified speed pistol that I can drop a charging creature before it can even reach me. Damage, as always, is a good choice, but try to couple it with another power up feature.

    Powering up your Carbine

    Carbines, especially at higher levels, are notoriously big HAM drainers. Damage and pool costs are the way to go. As a Carbineer, you won't be getting into close combat, but you are the next line of defense. If you are drained when the Brawler or Pistoleer falls, you will fall too, leaving the Riflemen in a serious world of hurt. Ideal range never hurts either, neither do accuracy bonuses.

    Don't waste a good point blank power up on a Carbine. True, they are better than a rifle at point blank range, but you will not last long in a toe to toe fight with a carbine, and you can't change that with a power up. No matter how good.

    Powering up your Rifle

    Notice how I said damage in both of the above? I don't say that here. Many are already saying, "Huh? A good head shot on a dummy will kill them quick with increased damage". Very true. But what I say below, any scout can attest to.

    Rifles are best against a creature. Creatures are dumb, and they have a problem finding you if you aren't very close. If you slap a max range penalty adjustment on your rifle, one which also has an ideal range increase, you have just increased your odds against a creature. Add your mask scent, camoflage, and all the other great skills riflemen and scouts get, and you are better off hitting from waaaay out.

    You don't need to do massive damage when you can shoot over and over and over before you are in any danger. Often you can kill whatever you are shooting at before it even knows what's hitting it.

    Now, to contradict myself. If you are going onto a battlefield or raiding a town full of Rebels (or Imperials, take your choice of politics), you want damage. Why? Your most dangerous folks will be kinda dumb (too many knocks in the head for the brawlers, and all that shaking around diving prone isn't good for the brain cells, marksmen). As well, the Medics can't heal these guys up if you pick off their mind pool. You want to do that as quickly as possible.

    PvE, range, range, range. PvP, damage. Range too, if you can, but damage first.

    Powering up your Melee Weapon

    Various things happen with melee weapons power ups. You will see increases in ideal range. Honestly, that staff has a reach of 5m, but when's the last time you got to use it from that far away? Point blank bonus, attack speed, and pool drains are the way to go. Damage? Melee weapons tend to do a lot of damage for what they are. But they 1) tend to be slow and 2) tend to eat your pools alive (especially the two handed types). You want to stay alive as long as possible, and that means deal damage faster (attack speed) and keep your HAM pools intact.

    I have yet to experience grenades and mines, so if anyone could add to those, I would appreciate it. If anyone patently disagrees with me, please, feel free to explain why. Any gaps, questions, or flaws it would be a great help to get corrected.

    Mike

    AKA

    Oka Higre
    President, HigreCorp

    SWG: General: HigreCorp's Consumer Guide to Weapon Power Up, by Oka Higre
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    7 threads, 1 page(s) long 
       Holy Grail Reply...
      Posted @ Wed, Feb 9th 3:09 AM 2005
      By: vbiggar
      1 posts
      Score: Decent [3.00]

      Melee want PBA and Ideal Range mods. The MAX and MIN damage modifiers only extend you range of damage on MAX and narrows on MIN. It will only be effective about 30% of the time.

      PBA and Ideal Range work 100% of the time. Most likely with Melee PBA and Ideal are the same giving you a possible 45% gain. For pistols you create a damage curve (parabola) with its area increased to the height of the damage modifier.

      I'm not sure if Max range modifiers have any benifit since it is a % not in (m). If your max range is 4m with a 30% modifiers it would widen the curve to 5.2m. There is no real benifit gained.

       
      0 Replies
       permanent? Reply...
      Posted @ Thu, Nov 6th 8:18 AM 2003
      By: Anonymous
      Score: Default [2.00]

      What type of power ups stay on your weapon permantly, i've seen people with a permanent barrel on their EE3 carbine.

      P.S sorry if this question has been posted before.                                                   

       
      0 Replies
       3 statistic power ups Reply...
      Posted @ Mon, Aug 11th 11:05 AM 2003
      By: AnonymUser
      3 posts
      Score: Decent [3.00]

      I have seen a few power ups that provide bonuses to 3 statistics for sale on my server.

      Are those bugged somehow?                                                                

       
      2 Replies
         RE: 3 statistic power ups Reply...
        Posted @ Fri, Sep 24th 8:14 AM 2004
        By: Xenian
        1 posts
        Score: Decent [3.00]

        Actually if you experimenat a lot you can get up to 4 stats on a powerup.  It is relatively rare, and I have never gotten more than 4. However, the modifiers are usually relatively small. Although there are exceptions the second highest stat is usually half the highest stat, and the third half the the second and the fourth half the third. e.g. 30% 15% 7% 3%. Occassionally a stat will come in higher than half but wont go up further.

         
        0 Replies
         RE: 3 statistic power ups Reply...
        Posted @ Mon, Sep 15th 1:25 AM 2003
        By: Anonymous
        Score: Default [2.00]

        I make power ups and I get 2-3 stats on them, usually.

        So to answer the question, no they are not bugged.                                                                

         
        0 Replies
       but what do each of them do? Reply...
      Posted @ Thu, Aug 7th 11:06 PM 2003
      By: Anonymous
      Score: Default [2.00]

      but what do each of the power ups do?
                                                                                   

       
      0 Replies
       knucks Reply...
      Posted @ Fri, Jul 11th 8:20 PM 2003
      By: Anonymous
      Score: Default [2.00]

      That's more of an issue with vibroknucks, for unarmed. Powerups DO work for those, so get yerself a pair.
                                                                      

       
      0 Replies
       How do they work? Reply...
      Posted @ Fri, Jul 11th 2:15 PM 2003
      By: Hugz
      3 posts
      Score: Decent [3.00]

      This was very interesting, but I do not understand how these work.

      I am a couple on the finance tree from having all the Artisan skills.  I have schematics for weapon enhancement items, but I assumed they were componants for better weapons than I can currently make.

      If I make these is there a way to add them to made weapons or are you talking about something else?            

       
      1 Reply
         RE: How do they work? Reply...
        Posted @ Fri, Jul 11th 4:44 PM 2003
        By: flabajaba
        84 posts
        Score: Good [4.20]

        What you do is you click on an power-upin your inventory, and drag it over to the weapon that you want to power up.  You will get a confirmation that the power-up has worked. It will last for 100 shots. One word of caution....the power-ups do not last long. As a specialist in both pistols and rifles, the pistols go much faster. Even with a range bonus, the fifle only lasted me about 12 minutes of constant action. Just be sure to know how many shots you have left, so you don't run out when 3 of jabba's scouts are charging you...it was not pretty....

        Later

         
        1 Reply
           RE: How do they work? Reply...
          Posted @ Fri, Jul 11th 5:23 PM 2003
          By: Hugz
          3 posts
          Score: Decent [3.00]

          Hehe, thanks for the info and the warning :)                                                                             

           
          0 Replies
       unarmed? Reply...
      Posted @ Thu, Jul 10th 4:19 PM 2003
      By: Anonymous
      Score: Default [2.00]

      So can I powerup my unarmed using enhancements?  Maybe from bio-engineers?                                                                

       
      1 Reply
         RE: unarmed? Reply...
        Posted @ Sun, Aug 24th 2:07 PM 2003
        By: Mortiis
        89 posts
        Score: Default [2.25]

        Kind of.  The way things are now, once you become a Teras Kasi Novice, you can fight unarmed using Vibro Knucklers. (Doesn't sound quite right to me either.) For purpose of power-ups, vibro knucklers are treated just as any melee weapon. But from personal experience, they put a MAJOR drain on HAM bar for special moves... even more so that other melee weapons. First priority for power ups here should be special move cost reduction. Second would be point blank bonus.

         
        0 Replies
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