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Okugi

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  1. This would be hilariously awesome. Not to mention, it might actually get some people to try PVP.
  2. Yes, synth and the droid equivalents follow it. I'll update to make that clear.
  3. From what I've seen, armormech seems to be the only one not following, though I have yet to test out droid parts, but i suspect they will follow the new hybrid that armormech has. I'm waiting to get full info on those before updating.
  4. With the release of 3.0, Bioware has changed to a template format. What this means, is that when you RE from green to blue to purple, you don't just keep adding stats, you get a certain set bonus added to the base green depending on what the active prefix is. When you RE from blue to purple, it removes the template that was added from the blue prefix, and applies a new one based on the purple prefix. These templates are added to the base green item to give you your final product. Now here's where it gets interesting. For whatever reason, Bioware made wrist and waist pieces different. The way they work is that when you RE to Blue, you get an old prefix template, (Critical, Overkill and Rebound), while the rest of the armor pieces follows the new pattern. As my RE chance has been abyssmal for armormech, 160+ REs and only 10 upgrades learned, I'm am going to to rely heavily on information uncovered by others for these numbers until I can confirm them. For now, only the Blue is posted while I work on the purple numbers and system. For wrist/waist pieces, Green RE's to Blue: Critical +21 Endurance +27 Primary Stat +6 Critical Overkill +21 Endurance +27 Primary Stat +6 Power Redoubt +21 Endurance +27 Primary Stat +6 Defense For all others, Green RE's to Blue: The following stat bonus is applied to the base Green regardless of the prefix: +28 Endurance +27 Primary Stat +80 Tech/Force Power The following stat template is then applied to the base Green depending on the prefix: Expert +14 Power +12 Surge Fervor +14 Critical +12 Accuracy Veracity +14 Defense +12 Shield Blue RE's to Purple The following stat bonus is applied to the base Green regardless of the prefix: +54 Endurance +50 Primary Stat +148 Tech/Force Power The following stat template is then applied to the base Green depending on the prefix: From Expert: Expert +27 Power +23 Surge Hawkeye +27 Power +23 Accuracy Vehemence +27 Power +23 Alacrity From Fervor: Fervor +27 Critical +23 Accuracy Endowment +27 Critical +23 Surge Supremacy +27 Critical +23 Alacrity From Veracity: Veracity +27 Defense +23 Shield Shielded +27 Absorb +23 Shield What does all this mean in application? I'll use the Ruusan Dynamic Defense Shield MK-1 as an example. In it's base green form, it has the following stats: 177 Endurance 172 Willpower 79 Shield 675 Force Power 84 Defense Now, RE this to the Blue Veracity Ruusan Dynamic Defense Shield MK-1 and we get: 205 Endurance 199 Willpower 91 Shield 755 Force Power 98 Defense For our final step, we RE this to the Purple Veracity Ruusan Dynamic Defense Shield MK-1 and we get: 231 Endurance 222 Willpower 102 Shield 823 Force Power 111 Defense Happy Crafting! If anyone find's discrepancies, or more information, please post so I can edit to keep this up-to-date and correct.
  5. If you look at the environmental asylum one, you'll see it's actually Tech Power. It's my guess that it was supposed to be the Aim based one, especially since the other one shares the same name as the tanking lightsaber, which follows the naming convention BW used for this release.
  6. Sorry, wasn't trying to argue with ya, was trying to address the confusion I'd seen in several posts as to why stats were going away, solve the underlying why of what's happening so people understood why the new crafting is behaving the way it is. And thanks for the numbers and formatting, you helped my with some of the purples I didn't have so I could verify numbers, and make mine look more pretty.
  7. Oh wow, I hadn't noticed the level gains on RE's. Looking into it further, it appears that only mods are affected by this. Looking at my recipes from Artifice and Cybertech, only my mods gained levels, shields, lightsabers, relics and ear pieces all stayed the same level. I haven't started REing my armormech or armstech yet to see what they do. All in all, there are a lot of changes made to crafting, and I really wish BW had made a dev post letting us know some of what was going on so there wouldn't be all the confusion I'm seeing on the boards.
  8. Semi correct. The schematics you get from the trainers are a mix of level 55/56 greens. You RE them like normal, they don't gain levels. You can RE up to rating 186 purples currently.
  9. While we're on the topic of wonky recipes, let's ask them to fix the Tech Power based shield with Strength instead of Aim.
  10. Having tested with Artifice, Armstech and Cyber, it looks like this is the set pattern. The bonus applied was the same for all three crafting disciplines. It follows the templating I mentioned above, where upon RE'ing, you apply the template to the base green. Same applies to the purple, it removes the blue template and applies the corresponding purple one to the base green to give you your final product. Green RE's to Blue and all gain the following stat bonus: +28 Endurance +27 Primary Stat +80 Tech/Force Power The following stat template is then applied to the base Green: Expert +14 Power +12 Surge Fervor +14 Critical +12 Accuracy Veracity +14 Defense +12 Shield Blue RE's to Purple, and all gain the following, applied to the BASE Green: +54 Endurance +50 Primary Stat +148 Tech/Force Power The following stat template is then applied to the base Green: Shielded +27 Absorb +23 Shield Veracity +27 Defense +23 Shield
  11. I haven't RE'd a third defensive one yet either. Kinda annoying actually. There's a lot about this round of crafting changes that's annoying, and points to a huge lack of QA on Bioware's part. How hard is it to make sure that all your recipes are actually what they're supposed to be, i.e. the tech power shield that gives strength instead of aim.
  12. It looks like the new RE system is using templates. It's not so much that you're losing stats when going from blue -> purple, but you're changing the template. Tier 1 templates, (Expert, Fervor and Veracity), using earpieces as my example, gives you +27 Primary, +28 Endurance, +14 to either Power, Critical or Defense, and +12 to Surge, Accuracy, and Shield. When you go to Purple, it removes the blue template and applies the Purple one, which gives +50 Primary, +54 Endurance, +27 to a Secondary, and +23 to another Secondary. Pretty simple when you view it like that, vice that stats are being removed.
  13. Looking things over, it seems like all crafters have no recipes above level 56. Armor, hilts and barrels are 55, mods and comms are 56, non modable weapons and armor are also 56. Way to go Bioware, nice dick move there. Raise the level cap to 60, but cut crafters out of the loop. Back to ninja looting and drama over what's probably going to be stupid drop rates for recipes that should be sold by crew skill venders.
  14. Do they still give out that free set of Tionese when you hit level 50? If so, point people that direction, at least they'll have something better then level 15 greens...
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