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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Well I just tested 14 most commons I bought at Qo'nos.

    1 superior upgrade applied to each, results:
    1 common(yes really, ~40% chance to increase rarity each upgrade but it did not)
    7 uncommon (no mods on any of them)
    5 blue (one mod, CritH, CritD, or Dmg)
    1 purple (two mods, CritH and Dmg)

    It's like the upgrade path just doesn't have a mod for green....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • davefenestratordavefenestrator Member Posts: 10,689 Arc User
    This is what the preview shows.

    The upgrade additionally states that it is the item's maximum potential, not the maximum you can use.

    Thanks for clarification. Spartan, since you seem to have insight into the upgrade process, can you get into the loot tables or whatever and find out why most ground items are screwed in terms of modifiers and rarity? [Greens] have no mods, [Blues] have one, etc. I only ask you because it would suck to pay money to upgrade a bugged item...

    Most ground items? Crafted have the correct number. White Mk 1 phasers that cost EC from 23rd C vendor have the correct number. Rep gear has the correct number (some might be 1 mod less because of the extra built-in effect). I can't recall mission rewards having the wrong number.

    The bug with batleths and lirpas is for the ones you get from the engineering special doff missions, where the reward is 1 mod short.

    It might help for you to list some examples other than the batleths and lirpas.

    I needed to clarify melee. (edited in post) My bad, but I am referring to Batleths, Lirpas and Teologars - all ground weapons that can drop or be crafted by "Fereasan Weapon Manufacturing Techniques" all have a screwed up modifier. Older ones you may see on the exchange will NOT gain an extra modifier upon upgrading. Special ones, like the Nanopulse edge, etc. Those have a hand-made upgrade path so they are fine.

    I posted this on the bug forums forever ago. Here's a link for the lulz:

    The original Bug Report that had others

    I have yet to see any ground melee weapon drop in the wild with the correct rarity-mod combo. The doff mission just brings this to the fore.

    Ah, you're 100% correct about the doff reward being broken for months (years?) now and it will probably never be fixed unless they take a look at bugs like this for the consoles.

    I have gotten a few uncommon - rare - very rare melee weapons with the right number of mods from ... somewhere. They're unbound and generic (not mission specific) and I think they were once in a blue moon random loot drops from ground missions.

    I would be surprised if you have, so you may want to check. However, I would STRONGLY not suggest upgrading one of those - I did for a test and sure as ****, a green with one mod went blue with no additional mod. Shoot, you can test this in the wild by getting a white mk I batleth and throw a cheaapie upgrade on it - once it goes green you get NO additional mods.

    You're probably right about them going bad on upgrade, or at least on rarity increase. These are all at the original level XI - XII I haven't bothered upgrading any since I have better options with the special melee gear (episode rewards, rep gear) and rarely use melee anyway.

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    You're probably right about them going bad on upgrade, or at least on rarity increase. These are all at the original level XI - XII I haven't bothered upgrading any since I have better options with the special melee gear (episode rewards, rep gear) and rarely use melee anyway.
    Please refer to the test results I posted:
    Well I just tested 14 most commons I bought at Qo'nos.

    1 superior upgrade applied to each, results:
    1 common(yes really, ~40% chance to increase rarity each upgrade but it did not)
    7 uncommon (no mods on any of them)
    5 blue (one mod, CritH, CritD, or Dmg)
    1 purple (two mods, CritH and Dmg)

    It's like the upgrade path just doesn't have a mod for green....
    They don't seem to "go bad"... it's just that the data table for item mods is blank at green. Random gear drops seem to use a different method for setting item affixes.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    You're probably right about them going bad on upgrade, or at least on rarity increase. These are all at the original level XI - XII I haven't bothered upgrading any since I have better options with the special melee gear (episode rewards, rep gear) and rarely use melee anyway.
    Please refer to the test results I posted:
    Well I just tested 14 most commons I bought at Qo'nos.

    1 superior upgrade applied to each, results:
    1 common(yes really, ~40% chance to increase rarity each upgrade but it did not)
    7 uncommon (no mods on any of them)
    5 blue (one mod, CritH, CritD, or Dmg)
    1 purple (two mods, CritH and Dmg)

    It's like the upgrade path just doesn't have a mod for green....
    They don't seem to "go bad"... it's just that the data table for item mods is blank at green. Random gear drops seem to use a different method for setting item affixes.

    "Go Bad" "Not Work" "TRIBBLE data table" In any case, they wont upgrade properly. This needs to be fixed.
    T93uSC8.jpg
  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    OK, so I caved and bought the bundle, not because I was in a hurry to upgrade anything, but because I didn't want to wait for the next key sale to upgrade my AoY 'toon. Also, if players don't buy some of these things, Cryptic won't have a good reason to offer them in different ways, like a direct zen purchase, for example. The 336 zen differential between the sale price of 2 10-packs and the 20-key ring bundle might fall out as 400 zen on the "items" or "boosts" menu later, although I think it's a harder sell as a stand-alone.

    Anyway, I plan to use my Epic upgrades for a single space set, since warp cores and ship shields are notoriously expensive to max out. BTW, Year of Hell boxes rock for the percentage yield of boosts & R&D packs!
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  • cam72#5622 cam72 Member Posts: 20 Arc User
    msb777 wrote: »
    10 keys 1125 x 2 = 2250 or 20 keys. a free single use ultimate upgrade in promo tab would have bean nice but i gess they want use to buy keys. So if you'r like me and don't need keys its a waste of zen.

    Glad I'm not the only one that noticed that. Thought I was going mad. So not any benefit at all really.

    Key prices in general are far too expensive. I have loads of boxes that will never be opened simply because I can never afford to buy the expensive keys (they should be about 20 zen each, not 125!).
  • rekeebrekeeb Member Posts: 45 Arc User
    Sooooooo .... anyone else notice that even though there's an announcement ... this bundle is NOT currently available?
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  • captaincelestialcaptaincelestial Member Posts: 1,925 Arc User
    Should be available now (last night they updated when it's available)
  • seannewboyseannewboy Member Posts: 667 Arc User
    Should be available now (last night they updated when it's available)
    nope


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  • sgtfloydpepper#7911 sgtfloydpepper Member Posts: 1,111 Arc User
    Should be available now (last night they updated when it's available)

    Nope, still no discounts, still no 20 key bundle.
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  • leveslylevesly Member Posts: 53 Arc User
    Well they finally announced the Blackfriday sales for Xbox and PC

    http://www.arcgames.com/en/games/star-trek-online/news/detail/10280313
  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    The Keyring bundle is now the same (reduced) price as 2 10-packs, so the Ultimate upgrade is free... :)
    Expendables Fleet: Andrew - Bajoran Fed Engineer Ken'taura - Rom/Fed Scientist Gwyllim - Human Fed Delta Tac
    Savik - Vulcan Fed Temporal Sci
    Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
    Welcome to StarBug Online - to boldly Bug where no bug has been before!
    STO player since November 2013
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