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Gear Upgrade System

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  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited September 2014
    sohtoh wrote: »
    I was just on Tribble upgrading my VR Mk XII CrtDx3 Beam Arrays. Only two upgraded in rarity to Ultra Rare, but when they did they became [CrtD]x4. So it would appear that the system takes into account what you already have when deciding what new mod you get.

    You got VERY lucky: Anecdotal results so far have shown a pretty heavy lean towards throwaway mods like [Dmg] amd [Acc].
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  • kerriknightkerriknight Member Posts: 274
    edited September 2014
    Those charts don't seem to have dilithium cost?

    Anyway the numbers I have heard from 12 to 14 are around 18000 but you might get the 15,000 or lower with the accelerator or superduper kits. They may assume the use of the those.

    If you use green kits it will be a lot more.

    You use the charts to figure out how many tech points you need to go from start to whatever you're aiming to push it to.

    Take that number of tech points required and plug it in at the very top of the form, it shows how many kits of different types and their associated costs. While you can't edit the form, the notes in the fields in that area break it down so you could calculate it easily.

    Then towards the bottom:

    And now for, "How much Space-Moneys will it cost Bob to upgrade his Galor?" Here's your host, Bob!

    He shows a rather well-fitted Galor going from XII to XIV as costing 355,825 Dilithium.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2014
    For all of the clicking, all of the queues run for mats, all of the time gates...

    What is the delta?

    What is the damage difference between Mk XII, XIII, and XIV of the same rarity?

    Console values?

    Shield hitpoints?

    Etc.

    I've seen statements about base hull scaling from 50-60 (just a bit over 20% increase). Seeing where the values go on various categories might give clues about possible balance changes.

    The delta for the new Jem'hadar unique set stats that used to increase from mk XI to MK XII is zero, zip, zilch, nada.
  • kerriknightkerriknight Member Posts: 274
    edited September 2014
    lucho80 wrote: »
    The delta for the new Jem'hadar unique set stats that used to increase from mk XI to MK XII is zero, zip, zilch, nada.

    I'm already aware that set bonus is being locked, that's not what I was asking about.

    Honestly, why even quote my post? There's an entire thread about sets and even one about Jem'Hadar sets specifically.
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited September 2014
    You use the charts to figure out how many tech points you need to go from start to whatever you're aiming to push it to.

    Take that number of tech points required and plug it in at the very top of the form, it shows how many kits of different types and their associated costs. While you can't edit the form, the notes in the fields in that area break it down so you could calculate it easily.

    Then towards the bottom:

    And now for, "How much Space-Moneys will it cost Bob to upgrade his Galor?" Here's your host, Bob!

    He shows a rather well-fitted Galor going from XII to XIV as costing 355,825 Dilithium.

    Ah, for the whole ship. Ok, yeah that sounds abut right. I'll just be doing it for one ship's worth of gear most likely over 4 characters. I'm sure it will also take maybe 3 or 4 months. So the cost seems fine to me.

    The main concern seems (as always with crafting) the very rare materials. Fortunately the beams are cheap mats.
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  • razorwalkerrazorwalker Member Posts: 160 Media Corps
    edited September 2014
    I have done a couple of videos on the Upgrading cost, but this one here: https://www.youtube.com/watch?v=5_6uYaJ4IHc&feature=youtu.be focuses just on 1 item. Fleet AP DHC MK XII to MK XIV Epic. Now, the costs in this video are with the "Finish Now" option, which most people will probably do if they are chasing the Epic quality. However, even reducing the cost for "Finish Now" and letting it run the timegates, it is still pretty expensive to upgrade to. Granted, some may upgrade quicker and some may take longer, as the Quality Increase is totally random, but I think this video gives a good idea of the costs. :)
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited September 2014
    thx for the vid, really interesting. it reinforced my decision not to use the upgrade system
  • razorwalkerrazorwalker Member Posts: 160 Media Corps
    edited September 2014
    thx for the vid, really interesting. it reinforced my decision not to use the upgrade system

    You're welcome :cool:
  • arrmateysarrmateys Member Posts: 466 Arc User
    edited September 2014
    the main thing here is to use it, not to abuse it. using it is for players, abusing for minmaxers/pvpers.

    get your consoles and stuff to xiv and that's it. ignore rarity upgrades, just get some of your stuff to max mark and you'll be golden, no pun intended.

    if it's as someone said and superior upgrade packs drop from elite encounters, you'll be getting them from time to time when playing normally, so you won't even have to grind stfs like crazy to get one purple material in 30 attempts. just upgrade at your own pace, not everything at once.

    the video shows that a simple cheap mark upgrade already gives you nearly 100 more dps per weapon, while changing rarity gives pathetic +10 dps.
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  • bones1970bones1970 Member Posts: 953 Arc User
    edited September 2014
    arrmateys wrote: »
    the main thing here is to use it, not to abuse it. using it is for players, abusing for minmaxers/pvpers.

    get your consoles and stuff to xiv and that's it. ignore rarity upgrades, just get some of your stuff to max mark and you'll be golden, no pun intended.

    if it's as someone said and superior upgrade packs drop from elite encounters, you'll be getting them from time to time when playing normally, so you won't even have to grind stfs like crazy to get one purple material in 30 attempts. just upgrade at your own pace, not everything at once.

    the video shows that a simple cheap mark upgrade already gives you nearly 100 more dps per weapon, while changing rarity gives pathetic +10 dps.

    I upgraded my 5 tac consoles from mk xii to mk xiv, it cost me 69 tech upgrades (rare).
    I upgraded 1 tac console mk xiv to epic, it cost me 142 tech upgrades (rare).

    So yes to upgrade to mk xiv, no to epic's.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2014
    lucho80 wrote: »
    http://priorityonepodcast.com/po191/

    Jump to minute 32 to hear Geko. Lol, he assumes everyone got to R&D level 15 in one school. Welcome to another installment of things that Geko says.

    Have to admit..that was kind of a chuckle hearing him say that so matter of fact as if it were a fact...lol.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2014
    Hrmmm, Geko said that going from Mk XII to Mk XIII is twice as good as Mk XI to Mk XII and Mk XIII to Mk XIV is four times as good...

    So with weapons, going from Mk XI to Mk XII is +10% Damage Strength - does that mean Mk XII to Mk XIII is +20% instead of +10% and Mk XIII to Mk XIV would be +40% instead of +10%?
  • kozar2kozar2 Member Posts: 602 Arc User
    edited September 2014
    Hrmmm, Geko said that going from Mk XII to Mk XIII is twice as good as Mk XI to Mk XII and Mk XIII to Mk XIV is four times as good...

    So with weapons, going from Mk XI to Mk XII is +10% Damage Strength - does that mean Mk XII to Mk XIII is +20% instead of +10% and Mk XIII to Mk XIV would be +40% instead of +10%?

    It's all about what he doesn't say. The increase is 4 times better because he wants it to sound huge but I'll bet he is including the jump from XII to XIII in that statement.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2014
    kozar2 wrote: »
    It's all about what he doesn't say. The increase is 4 times better because he wants it to sound huge but I'll bet he is including the jump from XII to XIII in that statement.

    20% for 12 to 13 and 13 to 14 would still be better than 10%...but yeah, it's one of the reasons I asked. Oh the joys of not having access to Tribble this time around...wheeeee.
  • kerriknightkerriknight Member Posts: 274
    edited September 2014
    20% for 12 to 13 and 13 to 14 would still be better than 10%...but yeah, it's one of the reasons I asked. Oh the joys of not having access to Tribble this time around...wheeeee.

    Yeah, I'd really like to know some side-by-side Mk XII vs. Mk XIV (same rarity grade) weapons, consoles, shields, deflectors, etc.

    We know hull hitpoints will rise 21.2121...% from 50-60. Would be nice to see the rest of the picture because if we're talking 40% increase in damage, then that's outpacing hitpoint growth by quite a margin.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    Grammar helps.
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited September 2014
    As primarily a defensive player I get by very well in engineering and science. There's a handfull of people who can burst my vesta (undine bubbles are actually more deadly to me without attack omega). I also use the xindi carrier and Risian loveboat. These are very stout ships. I believe defensive playstyle is possible here.
    Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."

    "With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."

  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited September 2014
    Have to admit..that was kind of a chuckle hearing him say that so matter of fact as if it were a fact...lol.

    Yes that part was comical, as well as them saying we cannot do anything, to allow player's to pick their mods for crafting (some 1hr 30min mark - finish).

    So, are you trying to say, you cannot go against your own programming, that the RNG is almighty supreme, and you cannot use a simple list like the reps/old dilith store/vendor stores/etc. use?

    I don't buy, a lot of what they say as factual at all, simply gimmicky political get arounds, to giving actual truths.

    Cryptic staff would make for good politicians, in today's misleading world!
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited October 2014
    wardcalis wrote: »
    and why are torpedos getting shafted again, everything else does 50% with a superior tech upgrade but torps are only doing 12% per upgrade

    I noticed that too.

    Also, Andorian escort wing phaser cannons can not be upgraded. Please fix that bug.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited October 2014
    wardcalis wrote: »
    and why are torpedos getting shafted again, everything else does 50% with a superior tech upgrade but torps are only doing 12% per upgrade

    Nah, plenty of other stuff got the shaft. That 50% comment by Geko was pure BS.
  • chance74chance74 Member Posts: 51 Arc User
    edited October 2014
    Hey guys, I seem to be stuck. I was trying to upgrade a mk XI to a mk XII and I got to 100% tech point but I can't seem to finish the project.

    Can anybody explain what I need to do next? All the stuff I've seen suggests that I should be able to click finish upgrade.

    Here is a screenshot:

    https://onedrive.live.com/embed?cid=9122790AF1B520B7&resid=9122790AF1B520B7%215340&authkey=AGyHK-3Sfi-iujM
  • jamiek81jamiek81 Member Posts: 78 Arc User
    edited October 2014
    I really wish they would make the mods changeable, i mean i am either making the item or upgrading it, i should be able to choose which mods to have on there, maybe not x3 of the chosen stat, but maybe to avoid the TRIBBLE mods that do NOT help me one bit. aka PvP damage, PvP Res....done of those TRIBBLE stats help me at all.

    I would gladly pay more freaking resources (crafting) and pay more dilithium (upgrading) to change the freaking mods or to choose from a limited selection on what i can choose.

    I mean, i could tell it to not use anything pvp, nothing with batteries on it, it would be awesome to be able to craft my own stuff with the mods that are actually useful, i don't expect to be able to craft the perfect stuff all the time, i just want to avoid the useless TRIBBLE that RANDOMLY spawns on my gear.
  • cookiecrookcookiecrook Member Posts: 4,536 Arc User
    edited October 2014
    jamiek81 wrote: »
    I really wish they would make the mods changeable, i mean i am either making the item or upgrading it, i should be able to choose which mods to have on there, maybe not x3 of the chosen stat, but maybe to avoid the TRIBBLE mods that do NOT help me one bit. aka PvP damage, PvP Res....done of those TRIBBLE stats help me at all.

    I would gladly pay more freaking resources (crafting) and pay more dilithium (upgrading) to change the freaking mods or to choose from a limited selection on what i can choose.

    I mean, i could tell it to not use anything pvp, nothing with batteries on it, it would be awesome to be able to craft my own stuff with the mods that are actually useful, i don't expect to be able to craft the perfect stuff all the time, i just want to avoid the useless TRIBBLE that RANDOMLY spawns on my gear.

    I don't really want to pay more but I haven't bothered upgrading my weapons at all because of the random mods. If it's more crafting samples, that's fine with me but the DL costs for upgrading are already high enough in my opinion.

    I like your suggestion about crafting to change the mods on gear though. I wish bridge officers were upgradeable also. I have some BO's from when I was leveling that I would like to keep just because they were what I got as drops but green quality BO's really need a way to be improved without flushing them out of an airlock. This would also be an acceptable solution to the Saurian's that lost their quality when traded from way back when that was never addressed.
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  • vawlkusvawlkus Member Posts: 348 Arc User
    edited October 2014
    chance74 wrote: »
    Hey guys, I seem to be stuck. I was trying to upgrade a mk XI to a mk XII and I got to 100% tech point but I can't seem to finish the project.

    Can anybody explain what I need to do next? All the stuff I've seen suggests that I should be able to click finish upgrade.

    Here is a screenshot:

    https://onedrive.live.com/embed?cid=9122790AF1B520B7&resid=9122790AF1B520B7%215340&authkey=AGyHK-3Sfi-iujM

    You're at the point where you need one last upgrade to go to the next level. You have all the tech points you need, but you still have to burn one more upgrade item to level up.

    Same idea of needing to spend your skill points to get promoted to the next tier level.
  • razar2380razar2380 Member Posts: 1,186 Arc User
    edited November 2014
    jamiek81 wrote: »
    I really wish they would make the mods changeable, i mean i am either making the item or upgrading it, i should be able to choose which mods to have on there, maybe not x3 of the chosen stat, but maybe to avoid the TRIBBLE mods that do NOT help me one bit. aka PvP damage, PvP Res....done of those TRIBBLE stats help me at all.

    I would gladly pay more freaking resources (crafting) and pay more dilithium (upgrading) to change the freaking mods or to choose from a limited selection on what i can choose.

    I mean, i could tell it to not use anything pvp, nothing with batteries on it, it would be awesome to be able to craft my own stuff with the mods that are actually useful, i don't expect to be able to craft the perfect stuff all the time, i just want to avoid the useless TRIBBLE that RANDOMLY spawns on my gear.

    Personally, I think the dil cost is already too high, especially for a gamble that can give useless mods for someone not doing PVP. The only thing I upgraded are the TR-116B rifles. And I spent over 200,000 dil yesterday, just to take one from MK XIV Ultra Rare to Epic, and it never took, even with accelerators, and the best upgrade quality items. And it never increased in quality, and that was all that was left it could do. Lol. So, I am not going to fool with anything else.

    But here is the really funny thing about it. When you think about it, you are telling your Duty Officers to build something, and they can't even tell you what it will do till its construction has been committed. And, every time you have them upgrade, or craft something, you give them the exact same items to do the same job. And they STILL don't know what they are doing. Even the purple quality ones. Lol.

    But the humor aside, if they take the risk of getting useless mods, or crafting useless stuff by giving you a range for what you are after, they will have a lot more players dumping dil into it, which is what they were after all along, a dil sink.

    They could give you a range of mods you are after. Like for cannons, you can have PVP as one option, AOE as another, and single focus as one. You can have one, two, or all three selected. If one is not selected, then it will not have a chance of getting one of those mods.

    And if they lower the dil cost to a more reasonable amount, it would go a long way also. At about half the cost it is now, and I could eliminate the risk of mods that are useless to me, I would be tempted to upgrade all of my ship's gear, weapons, etc to MK XIV. But now, I am sticking to MK XII until exchange prices become more reasonable.
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  • dragnridrdragnridr Member Posts: 671 Arc User
    edited November 2014
    Okay, so not only are we having to pay out Dilithium by the hundreds of thousands on fleet stuff, using dilithium for rep gear, Cryptic is also saying you have to spend EVEN MORE dilithium to upgrade your gear, and with no way to know what mods will be on them until later?

    Ummm....I'll pass and wait for the high end gear to drop later. Not even SWTOR makes you pay anything to craft whatever gear and mods you want. (At least for subscribers) All players in SWTOR need to craft are the materials. NO Cartel Coins, No cash, no strings attached.

    Oh, they also let you dismantle items for materials and for a chance to learn schematics for a better version.

    That, Cryptic is how you do crafting. Not this money-grubbing bs thing you call crafting/ gear upgrade system.

    In SWTOR, have a piece of gear that needs upgrades? No prob, either make the modification, or buy it, then slap it in...DONE. No bs, no cash needed.

    So, until the upgrade system and crafting system gets revamped completely, I won't even bother touching it.
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  • davefenestratordavefenestrator Member Posts: 10,600 Arc User
    edited November 2014
    > in SWTOR...

    But in SWTOR the mod you craft is the gear -- the costume is just a hollow shell.

    If you craft a "Mk XII" mod for SWTOR armor, that mod is not upgradeable at all, you throw it away and craft a new "MK XIII" mod to replace it.

    Mods in SWTOR are like ship consoles, but again they do not upgrade at all. You throw away your epic mod when you out-level it.
  • varthelmvarthelm Member Posts: 265 Arc User
    edited November 2014
    If the gear upgrade system was meant to get more money out of us, it has had the opposite effect on me. It has cast doubt on whether I am going to get lasting value out of my investments and seems to pidgeon-hole you into a particular set of gear on a single toon as there is no discount benefit for having already upgraded multiple items or my alts.

    Greatly reduced my ability to enjoy the variety of ship builds and alts one can deploy and the game is less fun for it.
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited November 2014
    I for one was going to touch this system until I saw how much dilithium this was going to cost and though you know what it's not needed I havent touched the advanced Queue since Delta Rising has been announced and have only lahed normal on mirror invasion and once I hav cleared the story content on my tools and for the mkXII eqiupment on all my toons then thats me done till the next season unless something is done to either remove the dil charge or let us create myown mods this will not be used by me.
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  • staq16staq16 Member Posts: 1,181 Arc User
    edited November 2014
    wardcalis wrote: »
    why are so few things upgradable? seems like everything I want to upgrade can't be, like my omega torp, gravaton torp, rom torp, fleet tri-cobalt torp, kinetic cutting beam. it really seems like fleet stuff and rep stuff can't be upgraded

    Can't speak for all of those, but I've been able to upgrade a Graviton Torp and KCB to Mk XIV without issues.

    There are some incredibly annoying bugs - the worst I've found is the way that Fleet Graviton consoles lose their grav bonuses when upgraded! 50K Fleet marks and 20K Dil lost, retrievable but immensely frustrating.

    OTOH - Dyson Destroyers can't upgrade their Proton DHCs, primarily since they can't be unequipped. Could that be fixed?
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