The SWG Awakening Power Ups Guide
About This Document, and the Legacy Document from Live
The original definitive work on this subject was done by SOE forum user Agock_Onie of Tarquinas. As of this writing it can be found in the Biophilia’s SWG Pre-CU Scrapbook v5.1, at the following URL:
http://www.swgemu.com/archive/scrapbookv51/tree/
In following the above link, you would click on Professions – Artisan – Power-Up Info – A Complete Guide to Weapon PowerUps!
To link directly to the power up guide, use the following URL:
http://www.swgemu.com/archive/scrapbook ... index.html
The original guide has a number of valuable facts, comments, and advice, only some of which will be covered here. This guide is intended to build on the legacy document and make some additions or corrections that are required. Additionally it is not the primary intent of this document to teach crafters how to sell their wares, which was covered exhaustively in the old work. We will be focusing on Ranged and Melee power ups only.
The findings here were done by independently testing the creation of each power up with no less than 200 attempts and recording the results. The original document served as a guideline, but the data and findings here were collected and verified without standing on the data from the legacy work.
The default names of the power ups are ignored here intentionally. This is the sole bit of sales advice this document will impart – do not under any circumstances leave the default name of the power up. An “Ergonomic Grip of Recoil Deadening” doesn’t mean a thing to anyone, and it will not sell (this too was tested extensively, trust me). A “RANGED – Speed 32.8%/Health 16.1%/Min Damage 15.8%” on the other hand will attract buyers. Find your own style for naming, of course, but keep it clear and unambiguous.
How Power Ups Are Crafted
Power Up crafting is one of the most unique and frustrating crafting experiences that can be found in Star Wars Galaxies. Be aware of this going into the process. You are going to spend hours trying to get the perfect power up unless you are very, very lucky.
Crafting power ups is more random than creating items from other schematics. You will have only limited control over the outcome of any given attempt to create one. Chance plays a much larger role here than simply needing to get a good assembly or experimentation result.
A given power up will have a single primary stat (usually just below 33% bonus when using 990+ OQ metal and chemical), and has a chance of generating a secondary stat (typically capped at ~16% bonus) after each experimentation attempt. The chance of getting a secondary stat is roughly 20% per experimentation attempt. As such, to maximize the number of secondary stats, experimenting one point at a time will yield the highest chances.
Legacy documentation suggests that experimenting with two points at a time was considered optimal, but testing contradicted that assessment on Awakening.
Primary stat is determined randomly during the assembly phase. No particular stat is more common than the others. Only one primary stat is possible on a given power up. Each power up type has a table of possible primary stats, and no two power up types share the same table of primary stat possibilities.
Secondary stats are also set by a table specific to a given power up. Multiple secondary stats can be applied, provided chance is in your favor. Note that sometimes a secondary stat achieves only half it’s potential, ~8% instead of ~16%. This is random, and I was not able to capture data that specifically indicated how frequently it happened – each test result was different from the others.
All possible power up values are performance improvements. There are no detrimental values possible.
Amazing, Great, Good, Poor, and Bad experimentation results all have an equal chance to apply a secondary stat. As a Bad experimentation result frequently results in being able to apply more experimentation attempts than you normally would have, having one bad result during crafting can actually be beneficial.
That’s all very dry and clinical, so here is an example of crafting a power up. We are going to use a Ranged Power Up Coupler as the example, as it has the simplest table of primary and secondary stats.
You stand at your crafting station. After selecting the Coupler from your Weapon, Droid, and General Crafting Tool, you assign your 990+ OQ metal and chemical to the build and assemble. There are three possible primary stats, Action Cost, Max Damage, and Minimum Damage, and you get Maximum Damage. Select Experiment, and you now add a single experimentation point from your pool and experiment. You get a Great result, your power up improves incrementally, and no second stat is applied. You repeat this step, and eventually apply a secondary stat of Mind Cost. A few more times and the secondary stat of Point Blank Accuracy Modifier is applied as well. When you have finished your attempts you are left with a Coupler with Max Damage 32.97%, Mind Cost 16.1%, and Point Blank Accuracy Modifier 15.38%. Unfortunately this time you didn’t get the last remaining secondary stat for this power up, Ideal Range Accuracy Modifier, so you may want to try again.
The SWG Awakening Power Ups Guide
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- CEO HOLOWOOD,LLC
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Last edited by Acroyear on Thu Jan 28, 2016 12:59 am, edited 1 time in total.
- INNKAP JAKK
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
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- CEO HOLOWOOD,LLC
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- Joined: Sun Feb 08, 2015 8:15 pm
The Stat Modifiers
Action Cost – Reduction in the action cost of special attacks with using the weapon
Attack Speed – Reduction of the time between attacks
Health Cost – Reduction in the health cost of special attacks with using the weapon
Ideal Range – Not an accuracy mod, but rather an expansion of the weapon’s defined ideal range
Ideal Range Attack Mod – Increase in chance to hit the target at the weapon’s ideal range
Maximum Damage – Increase to the possible maximum damage of the weapon
Maximum Range Attack Mod – Increase in chance to hit the target at maximum range for the wepon
Mind Cost – Reduction in the mind cost of using special attacks with the weapon
Minimum Damage – Increase to the possible minimum damage of the weapon
Point Blank Attack Mod – Bonus to hit the target at the weapon’s point blank range
Wound – Increase in chance to cause a wound
Power Up Primary and Secondary Stat Tables
MELEE
Possible Primary Stats
Point Blank Attack Mod
Ideal Range
Action Cost
Health Cost
Mind Cost
Possible Secondary Stats
Attack Speed
Ideal Range Attack Mod
Minimum Damage
Wound
Maximum Damage
RANGED
MUZZLE
Possible Primary Stats
Ideal Ranged Attack Mod
Maximum Damage
Mind Cost
Wound
Possible Secondary Stats
Health Cost
Maximum Range Attack Mod
Minimum Damage
Point Blank Accuracy Mod
GRIP
Possible Primary Stats
Ideal Range
Ideal Range Attack Mod
Attack Speed
Action Cost
Possible Secondary Stats
Wound
Maximum Damage
Health Cost
Maximum Range Attack Mod
BARREL
Possible Primary Stats
Wound
Health Cost
Point Blank Attack Mod
Possible Secondary Stats
Maximum Damage
Ideal Range
Ideal Range Attack Mod
Mind Cost
COUPLER
Possible Primary Stats
Action Cost
Maximum Damage
Minimum Damage
Possible Secondary Stats
Ideal Range Attack Mod
Point Blank Accuracy Mod
Mind Cost
SCOPE
Possible Primary Stats
Minimum Damage
Ideal Range Attack Mod
Mind Cost
Maximum Range Attack Mod
Possible Secondary Stats
Wound
Attack Speed
Action Cost
STOCK
Possible Primary Stats
Ideal Range
Maximum Range Attack Mod
Health Cost
Possible Secondary Stats
Action Cost
Attack Speed
Maximum Damage
Ideal Range Attack Mod
Action Cost – Reduction in the action cost of special attacks with using the weapon
Attack Speed – Reduction of the time between attacks
Health Cost – Reduction in the health cost of special attacks with using the weapon
Ideal Range – Not an accuracy mod, but rather an expansion of the weapon’s defined ideal range
Ideal Range Attack Mod – Increase in chance to hit the target at the weapon’s ideal range
Maximum Damage – Increase to the possible maximum damage of the weapon
Maximum Range Attack Mod – Increase in chance to hit the target at maximum range for the wepon
Mind Cost – Reduction in the mind cost of using special attacks with the weapon
Minimum Damage – Increase to the possible minimum damage of the weapon
Point Blank Attack Mod – Bonus to hit the target at the weapon’s point blank range
Wound – Increase in chance to cause a wound
Power Up Primary and Secondary Stat Tables
MELEE
Possible Primary Stats
Point Blank Attack Mod
Ideal Range
Action Cost
Health Cost
Mind Cost
Possible Secondary Stats
Attack Speed
Ideal Range Attack Mod
Minimum Damage
Wound
Maximum Damage
RANGED
MUZZLE
Possible Primary Stats
Ideal Ranged Attack Mod
Maximum Damage
Mind Cost
Wound
Possible Secondary Stats
Health Cost
Maximum Range Attack Mod
Minimum Damage
Point Blank Accuracy Mod
GRIP
Possible Primary Stats
Ideal Range
Ideal Range Attack Mod
Attack Speed
Action Cost
Possible Secondary Stats
Wound
Maximum Damage
Health Cost
Maximum Range Attack Mod
BARREL
Possible Primary Stats
Wound
Health Cost
Point Blank Attack Mod
Possible Secondary Stats
Maximum Damage
Ideal Range
Ideal Range Attack Mod
Mind Cost
COUPLER
Possible Primary Stats
Action Cost
Maximum Damage
Minimum Damage
Possible Secondary Stats
Ideal Range Attack Mod
Point Blank Accuracy Mod
Mind Cost
SCOPE
Possible Primary Stats
Minimum Damage
Ideal Range Attack Mod
Mind Cost
Maximum Range Attack Mod
Possible Secondary Stats
Wound
Attack Speed
Action Cost
STOCK
Possible Primary Stats
Ideal Range
Maximum Range Attack Mod
Health Cost
Possible Secondary Stats
Action Cost
Attack Speed
Maximum Damage
Ideal Range Attack Mod
Last edited by Acroyear on Thu Jan 28, 2016 1:01 am, edited 1 time in total.
- INNKAP JAKK
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
-
- CEO HOLOWOOD,LLC
- Posts: 165
- Joined: Sun Feb 08, 2015 8:15 pm
That’s Great, But What Actually Sells?
The short answer is, there are many, many combinations that sell.
The longer answer is that you need to understand the combat professions, at least to some degree, to know what combinations of attributes would be valuable to a specific player or profession. Enhancing damage is an obvious draw, as is attack speed. Different professions pay the cost for their specials from different pools (Health, Action, Mind) and those are all of obvious benefit. More oddball combinations can find their own following too. For example:
Ranged Coupler, primary Maximum Damage, secondary stats of Ideal Ranged Attack Mod, Point Blank Attack Mod, and Mind Cost.
On the surface this may appear to be a somewhat unappealing power up. If you, however, have a good following built up, the Marksmen grinding the Rifles line may look at this as the perfect pairing for their Spraystick, particularly if they are grinding Bols or other creatures that charge their attacker. They won’t fly out of your vendor the way a ranged Max Damage/Min Damage/Point Blank Attack Mod/Maximum Range Attack Mod power up might, but your more discerning customer may appreciate the option.
In short, be creative, allow yourself some misfires, and take a chance on your instincts.
THE TOP FIVE SELLERS
The top five sellers, based on a month of sales data (using The Merchant’s Friend at http://www.swgemu.com/archive/scrapbook ... index.html) are as follows:
Ranged 5 stat Muzzle, primary stat Maximum Damage, secondary stats Health Cost, Minimum Damage, Maximum Range Attack Mod, Point Blank Attack Mod
Ranged 5 stat Grip, primary stat Attack Speed, secondary stats Maximum Range Attack Mod, Wound, Health Cost, Maximum Damage
Melee 6 stat, any primary, all secondary stats. Yes, they ALL sell well. You will also loose your grip on sanity attempting to make them regularly. My advice here is to consider it a blessing when you get this fortunate, but do not chase after this result.
Melee 5 stat, primary stat Point Blank Attack Mod, secondary stats Attack Speed, Maximum Damage, Ideal Range Attack Mod, Minimum Damage
Melee 5 stat, primary stat Ideal Range, secondary stats Attack Speed, Maximum Damage, Ideal Range Attack Mod, Minimum Damage
The short answer is, there are many, many combinations that sell.
The longer answer is that you need to understand the combat professions, at least to some degree, to know what combinations of attributes would be valuable to a specific player or profession. Enhancing damage is an obvious draw, as is attack speed. Different professions pay the cost for their specials from different pools (Health, Action, Mind) and those are all of obvious benefit. More oddball combinations can find their own following too. For example:
Ranged Coupler, primary Maximum Damage, secondary stats of Ideal Ranged Attack Mod, Point Blank Attack Mod, and Mind Cost.
On the surface this may appear to be a somewhat unappealing power up. If you, however, have a good following built up, the Marksmen grinding the Rifles line may look at this as the perfect pairing for their Spraystick, particularly if they are grinding Bols or other creatures that charge their attacker. They won’t fly out of your vendor the way a ranged Max Damage/Min Damage/Point Blank Attack Mod/Maximum Range Attack Mod power up might, but your more discerning customer may appreciate the option.
In short, be creative, allow yourself some misfires, and take a chance on your instincts.
THE TOP FIVE SELLERS
The top five sellers, based on a month of sales data (using The Merchant’s Friend at http://www.swgemu.com/archive/scrapbook ... index.html) are as follows:
Ranged 5 stat Muzzle, primary stat Maximum Damage, secondary stats Health Cost, Minimum Damage, Maximum Range Attack Mod, Point Blank Attack Mod
Ranged 5 stat Grip, primary stat Attack Speed, secondary stats Maximum Range Attack Mod, Wound, Health Cost, Maximum Damage
Melee 6 stat, any primary, all secondary stats. Yes, they ALL sell well. You will also loose your grip on sanity attempting to make them regularly. My advice here is to consider it a blessing when you get this fortunate, but do not chase after this result.
Melee 5 stat, primary stat Point Blank Attack Mod, secondary stats Attack Speed, Maximum Damage, Ideal Range Attack Mod, Minimum Damage
Melee 5 stat, primary stat Ideal Range, secondary stats Attack Speed, Maximum Damage, Ideal Range Attack Mod, Minimum Damage
- INNKAP JAKK
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
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- CEO HOLOWOOD,LLC
- Posts: 165
- Joined: Sun Feb 08, 2015 8:15 pm
[space reserved in the event that there is something I should have covered in the above and need to add later]
- INNKAP JAKK
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
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- Sr. Member
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am i able to power up a flame thrower?
drop off 760, -5555 serenity naboo
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- Light Jedi Master
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No, none of the heavy weapons (flamer, acid rifle, LLC) will accept PUPs.mang wrote:am i able to power up a flame thrower?
Nevinyrral
Nevin
Jovian Sunspot
Dropoff Vendor: -6176 -3834 New Kettemoor, Naboo (In the Mall of ITHOR)
Nevin
Jovian Sunspot
Dropoff Vendor: -6176 -3834 New Kettemoor, Naboo (In the Mall of ITHOR)
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- The Chosen
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- Location: North Pole, Alaska
launcher pistol will take a pup, won't it? It gives Hvy weapons xp and uses all of the pistol specials from any other class.
Artis-MRanger/MSwordsman
Lascic-MCM/MPistols
PanzerMkIV-Dark Jedi Knight
Merchantof Venice- MArchitect/MMerchant
Guild Leader of The Journeymen
Dropoff vendor--Sockeye Dropoff -21 3766, Bedrock, Tatooine (NW of Mos Entha)
Lascic-MCM/MPistols
PanzerMkIV-Dark Jedi Knight
Merchantof Venice- MArchitect/MMerchant
Guild Leader of The Journeymen
Dropoff vendor--Sockeye Dropoff -21 3766, Bedrock, Tatooine (NW of Mos Entha)
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- Padawan
- Posts: 465
- Joined: Sun Feb 08, 2015 9:28 am
Do not buy powerups for Health, Action or Mind. These stats are easily increased through doctor buffs or food and drink. You want Damage, speed and range.
Sal Mandr, Rooster, Cova Jip
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- CEO HOLOWOOD,LLC
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And yet I sell loads of those, and when I run out I get emails asking when they can buy more.RickyL wrote:Do not buy powerups for Health, Action or Mind. These stats are easily increased through doctor buffs or food and drink. You want Damage, speed and range.
In the words of that immortal philosopher Ray Davies, "Give the people what they want!"
8)
- INNKAP JAKK
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
- (The Tiny Talusian Terror)
- (Member of the Ruling Council of Holowood, Corellia)
- (Aliases: The Marquees Du Face Plant, The Clone Center Kap-ee-tan, Lord of the Unseemly Demise, etc., etc.)
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- Sr. Member
- Posts: 655
- Joined: Fri Feb 27, 2015 1:09 am
They work very well for unbuffed combat. I buy mind pups to avoid having to buff mind when I've used my rifle/cm for krayt hunting for example.
Bobaphat/Dannyrand
Drop off:
Corellia: 885 -5169 -- Just outside of Coronet
Drop off:
Corellia: 885 -5169 -- Just outside of Coronet