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....
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:
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.
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.
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.
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.
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.
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!
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
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!).
Should be available now (last night they updated when it's available)
nope
New home of the Romulan Republic.
I have an idea for what Season 11 should be; Season 11: The Big Bug Fix.
I have not been able to read my bug tickets in over a year, not even the tickets about not being able to see my tickets.
I find the drama of your signature proof of your immaturity, this means you, DR whiners.
Comments
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
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.
My character Tsin'xing
"Go Bad" "Not Work" "TRIBBLE data table" In any case, they wont upgrade properly. This needs to be fixed.
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!
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
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!).
T6 Tac Command Battlecruiser Roll The Bones
Xindi Aquatic Narcine Dreadnaught Carrier Different Stages
IVXX Senior Officer
I have an idea for what Season 11 should be; Season 11: The Big Bug Fix.
I have not been able to read my bug tickets in over a year, not even the tickets about not being able to see my tickets.
I find the drama of your signature proof of your immaturity, this means you, DR whiners.
Nope, still no discounts, still no 20 key bundle.
http://www.arcgames.com/en/games/star-trek-online/news/detail/10280313
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