Buying and transferring Fusions.


Rules Questions

Grand Lodge

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Installing Fusions:
Installing and Transferring Fusions A fusion can be installed in a chosen weapon when it’s purchased or at any point afterward. It’s also possible, though difficult and fairly expensive, to transfer fusions from one weapon to another. Any character trained in Mysticism can transfer a fusion; this costs half as much as it would to initially purchase the fusion, using the level of the new weapon to determine the price.

WEAPON’S ITEM LEVEL FUSION PRICE
1 120
2 360
3 440
4 680
5 720
6 1,040
7 1,560
8 2,300
9 2,600
10 3,580
11 4,880
12 6,920
13 9,760
14 11,700
15 17,800
16 27,000
17 40,500
18 60,300
19 90,000
20 135,000

Why would you ever install a level 1 or 2 fusion on a level 7 weapon, when for a fraction of the price you could install it on a level 1 or 2 weapon, and then transfer it?

At higher levels, it even makes sense to hold onto your old 5th level gun instead of selling it, and just use it to create fusions on it to transfer to level 10+ guns.


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FLite wrote:
Installing and Transferring Fusions A fusion can be installed in a chosen weapon when it’s purchased or at any point afterward. It’s also possible, though difficult and fairly expensive, to transfer fusions from one weapon to another. Any character trained in Mysticism can transfer a fusion; this costs half as much as it would to initially purchase the fusion, using the level of the new weapon to determine the price.

Um this part here is why that doesn't work.


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But it's only half price. A whole level-1 infusion plus half a level-7 infusion costs less than a whole 7th-level infusion.


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Distant Scholar wrote:
But it's only half price. A whole level-1 infusion plus half a level-7 infusion costs less than a whole 7th-level infusion.

That's.......huh....my bad. I wonder if it's supposed to be that you can only transfer to an item of equal level or lower.

Grand Lodge

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Distant Scholar wrote:
But it's only half price. A whole level-1 infusion plus half a level-7 infusion costs less than a whole 7th-level infusion.

Now you do need to have at least a high enough level weapon to put the infusion on in the first place, and unless you planned your progression extremely cleverly, you probably have to include the price of the weapon in that calculation. But yes, basically that is it.

Grand Lodge

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sunderedhero wrote:
Distant Scholar wrote:
But it's only half price. A whole level-1 infusion plus half a level-7 infusion costs less than a whole 7th-level infusion.
That's.......huh....my bad. I wonder if it's supposed to be that you can only transfer to an item of equal level or lower.

I don't think so, since with the transferable fusion they covered that. (pay +10% up front, move it free as many times as you want, but you have to buy it at the level of the highest weapon it can go on, and it has that built into it's name...)


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Given how they mention it's "fairly expensive", I'd guess they meant to say "half again as much" instead of "half as much".


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If it was 1.5 times the cost there would be no reason to transfer fusions at all. You'd just buy new ones.


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Each weapon Fusion has an Item Level, and a Fusion can not be placed on a weapon of lower level.(So you can't buy BURST for your level 1 Azimuth Laser pistol.)

So when you place a Fusion on a Level 1 Azimuth laser pistol, you can only put a LEVEL 1 fusion on it.
It would cost 120 credits to do so, then later transfer it to a level 7 blaster for 780 credits more.

To transfer a Seal to a level 7 blaster would first require you to have purchased the seal at a minimum of level 7, plus 10%. So the upfront expense would be 1716 credits. Far more then a level 1 Character can afford.

But, how many Level 1 Fusions are going to be that useful when you have a level 7 blaster?

But otherwise, from what I can see, you are correct. It's cheaper to install a fusion on a weapon of the minimum level for the Fusion, then pay the transfer cost to the higher level weapon.
Of course this means your character is either keeping a horde of weapons on hand as he levels, or has to buy a weapon for the fusion. One requires storage, and loss of income. (From selling your outdated weapons.) Buying a new weapon each time would likely cost more money then you would save on the half price to transfer.


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baggageboy wrote:
If it was 1.5 times the cost there would be no reason to transfer fusions at all. You'd just buy new ones.

Well, there is the rare chance that you're stuck somewhere without access to a merchant or crafter, and you want to transfer a fusion to some better loot you just found. It wouldn't happen often, but there's at least some chance. If they really did mean for it to be 50%, then paying 100% for high-level-gear fusions makes "no sense".

I don't think either option works well, but assuming it's 150% at least doesn't make the default option sound stupid while still having some niche where it might be considered.

The Exchange

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Yeah, the fusion cost as currently written is something that after the first time they change weapons I doubt many people will pay. Several of us took a loook at this already. I feel like it shouldn't work quite this way, though I do like the intent of letting people pay less to keep using their fusions they like. Hopefully they will patch this hole soon.

As for who would use low level fusions when they have high level weapons? I certainly will. I would much much rather have a weapon that's glamoured, teleports to my hand, fires a cone once a day, punches through the resistance of supernatural evil and chaotic creatures, and can cast spells, than one that might blow off a limb, IF I roll a 20.


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There are some fusions that simply do not require much level to do what you want them to do. Like returning low level cheap fusion that would save you a lot of money if you were trying to use a lot of thrown weapons like daggers/spears. And no major benefit to getting a much higher level version of it.

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