maninspace wrote:
does the order of the powerbit have any effect?
Yes. Expect to get some major data soon ( TM ) here, but be patient, this is a long work.
Powerups made from 2nd and 3rd order powerbits have more uses, it seems that this is the only effect. Powervalue is not higher.
As said above, i'm working on a major data excel sheet.
In the following sample there is no data about powerbit order, i've included it in my second version of this sheet after i have seen more uses on PUs after a closer look to the order of my bits.
Here is a small example of how it looks :
CL Mod 1 Mod 2 Mod 3 Mod 4 Type Initialbit used junk Initialbit-Trader PU PU Value Uses RE Chance Luck PU Type
Code:
90 25 00 00 00 J 28 17 Engineer Block Chance 22 262 159 1077 Weapon PU
90 25 00 00 00 J 28 16 Engineer Block Chance 22 209 159 1077 Weapon PU
90 25 00 00 00 J 29 12 Engineer Block Chance 24 212 159 1077 Weapon PU
90 25 00 00 00 J 31 7 Engineer Block Chance 25 266 159 1077 Weapon PU
90 25 00 00 00 J 30 18 Engineer Block Chance 28 243 159 1077 Weapon PU
90 25 00 00 00 J 31 6 Engineer Block Chance 25 207 159 1077 Weapon PU
90 25 00 00 00 J 28 14 Engineer Block Chance 26 276 159 1077 Weapon PU
90 25 00 00 00 J 31 7 Engineer Block Chance 23 241 159 1077 Weapon PU
90 25 18 00 00 J 31 13 Engineer Block Chance 22 214 159 1077 Weapon PU
90 25 22 18 00 J 30 8 Engineer Block Chance 27 280 159 1077 Weapon PU
90 25 00 00 00 J 30 9 Engineer Block Chance 24 285 159 1077 Weapon PU
90 25 00 00 00 J 28 12 Engineer Block Chance 29 259 159 1077 Weapon PU
90 25 00 00 00 J 31 7 Engineer Block Chance 27 244 159 1077 Weapon PU
90 25 00 00 00 J 28 7 Engineer Block Chance 25 285 159 1077 Weapon PU
90 25 00 00 00 J 27 15 Engineer Block Chance 23 258 159 1077 Weapon PU
90 25 00 00 00 J 31 9 Engineer Block Chance 26 233 159 1077 Weapon PU
90 25 23 00 00 A 28 12 Munitions Heal Potency 13 221 159 1077 Weapon PU
90 25 00 00 00 A 28 9 Munitions Heal Potency 14 248 159 1077 Weapon PU
90 25 00 00 00 A 29 17 Munitions Heal Potency 11 219 159 1077 Weapon PU
90 25 00 00 00 A 30 6 Munitions Heal Potency 12 268 159 1077 Weapon PU
90 25 00 00 00 A 31 4 Munitions Heal Potency 11 285 159 1077 Weapon PU
90 25 00 00 00 A 28 8 Munitions Heal Potency 12 245 159 1077 Weapon PU
90 25 00 00 00 A 29 8 Munitions Heal Potency 11 252 159 1077 Weapon PU
90 25 00 00 00 A 31 8 Munitions Heal Potency 13 214 159 1077 Weapon PU
90 25 00 00 00 A 31 8 Munitions Heal Potency 13 278 159 1077 Weapon PU
90 25 18 18 00 A 31 6 Munitions Heal Potency 10 223 159 1077 Weapon PU
90 25 25 18 00 A 31 6 Munitions Heal Potency 11 235 159 1077 Armor PU
90 25 18 00 00 A 31 5 Munitions Heal Potency 12 215 159 1077 Armor PU
90 25 18 00 00 A 31 6 Munitions Heal Potency 11 264 159 1077 Armor PU
90 25 21 00 00 A 30 7 Munitions Heal Potency 10 278 159 1077 Armor PU
90 25 22 18 00 A 31 5 Munitions Heal Potency 13 262 159 1077 Armor PU
90 25 18 00 00 A 31 5 Munitions Heal Potency 13 243 159 1077 Armor PU
90 25 00 00 00 A 31 5 Munitions Heal Potency 13 236 159 1077 Armor PU
90 25 18 00 00 A 31 7 Munitions Heal Potency 13 246 159 1077 Armor PU
90 25 23 22 18 A 27 9 Munitions Heal Potency 13 285 159 1077 Armor PU
90 25 00 00 00 A 31 8 Munitions Heal Potency 12 207 159 1077 Armor PU
90 25 18 18 00 A 31 9 Domestics Heal Potency 13 273 159 1057 Clothing PU
90 25 24 00 00 A 28 10 Domestics Heal Potency 13 262 159 1057 Clothing PU
90 25 00 00 00 A 31 4 Domestics Heal Potency 12 274 159 1057 Clothing PU
90 25 23 00 00 A 31 8 Domestics Heal Potency 13 206 159 1057 Clothing PU
90 25 00 00 00 A 30 7 Domestics Heal Potency 11 260 159 1057 Clothing PU
90 25 00 00 00 A 28 10 Domestics Heal Potency 12 214 159 1057 Clothing PU
90 25 18 00 00 A 29 8 Domestics Heal Potency 10 239 159 1057 Clothing PU
90 25 00 00 00 A 31 7 Domestics Heal Potency 12 233 159 1057 Clothing PU
90 25 23 18 00 A 31 8 Domestics Heal Potency 12 286 159 1057 Clothing PU
90 25 00 00 00 A 31 10 Domestics Heal Potency 12 215 159 1057 Clothing PU
Sorry for bad formatting, i'll use a .pdf next time.
For better understanding, this is how the data was collected :
1.) I've sorted all stat loot with CL 90 and a +25 mod on it. I made three bags of them : Jewelry, Clothing, Armor.
2.) I made all clothing initialbits with the domestics, all jewelry with the engineer and all armor with the munitions trader. I believe that there is a hidden bonus, if you use the "right" trader.
3.) I grinded up all bits with the right trader and i wrote down the used junk for each bit.
4.) All bits were stored in bags with numbers to remember which bit i used for each powerup.
5.) I made all powerups in a row with the right trader. As you can see, i got a lucky +29 block chance PU.
6.) I splitted my munitions bits and made weapon and armor PUs out of them to see if there is a difference.
Even with all this data collecting, sorting bits, naming bags etc. i was able to produce 11 +35s bits in 30 minutes.
My first summary of this data was :
More used junk = minor uses
Minor used junk = more ( high ) uses
Multi stat loot OR 3rd order powerbits = a chance to have more uses, not a guaranty.
Of course, here is not enough data to make this theory true. But it seems to be that this is one of the few unknown effects of reverse engineering.