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Has there been any clarification on the costs of transfering Weapon Fusions in SFS?
Basically, I'm looking at getting a Item Level 4 Spellthrower Fusion on a weapon. Is buying an IL1 Fusion first (120cr) then transfering it to my level 4 weapon (340) the cheapest, legal way to do that, or has something dealt with this rules issue?
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RAW and rules it absolutely 100% works
The only thing that makes me skeptical is too good to be true. its just free money savings.
Thursty said he'd be doing something with fusion seals for SFS (currently they are broken : They are supposed to be transferable and upgradable while fusions are supposed to be permanant, but right now they're reversed)
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The overall issue regarding transferring fusions to a higher level weapon has not been corrected. It's pretty clearly an exploit but there's no published "fix" yet.
In your particular case, you missed a key point. Spellthrower is a Level 2 fusion so you have to put it on a Item Level 2 weapon (not level 1) first before transferring it. Assuming you don't have a Level 2 weapon, you'd have to buy it as well. So that would be:
470 (Flame Pistol, cheapest Level 2 weapon)
360 (Fusion on Item Level 2 weapon)
340 (half of cost to transfer to Item Level 4 weapon)
Total cost = 1170, or 700 if you happen to have a Level 2 weapon already. It's cheaper just to put the fusion on your Item Level 4 weapon originally (680).
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Actually, you can't quite do it that cheaply - Spellthrower is level 2, so can't be placed on a level 1 weapon, it has to go on a minimum of a level 2 weapon. Your current example works for a few other Fusions, like Defiant, Durable and Trailblazer. The minimum for Spellthrower would be 360 for the level 2, then the 340 for the level 4, for a total of 700...or you could just buy the level 4 version for 680.
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Thursty said he'd be doing something with fusion seals for SFS (currently they are broken : They are supposed to be transferable and upgradable while fusions are supposed to be permanant, but right now they're reversed)
Can you clarify this please? Fusion seals are supposed to be transferable (and they are, it just takes 24 hours before they start working on a new weapon), but I don’t think I’ve seen anything saying they are “supposed” to be upgradable.
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You know, I had a similar thought the other day when we found a Level 5 Fusion Seal in a Subtier 1-2 game. We just looked at each other and shrugged, figuring the author didn't know how fusions worked.
Well.. it works after a fashion. If you find, say, an Anchoring Fusion Seal (Item Level 5) you can put it on any weapon between Item Level 1 (the level of Anchoring) and Item Level 5 (the level of the seal).
The problem is that it doesn’t function until it has been on the weapon for 24 hours. A lot of scenarios take place in a much shorter time frame so a seal you find will not have time to “activate” before the scenario is over.
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BigNorseWolf wrote:Thursty said he'd be doing something with fusion seals for SFS (currently they are broken : They are supposed to be transferable and upgradable while fusions are supposed to be permanant, but right now they're reversed)Can you clarify this please? Fusion seals are supposed to be transferable (and they are, it just takes 24 hours before they start working on a new weapon), but I don’t think I’ve seen anything saying they are “supposed” to be upgradable.
The idea of a fusion seal is that you pop it off one of your weapons and you put it on the other one.
The idea of a fusion is its a permanent enchant to a weapon.
Fusion seals have a minimum weapon level they can go on , so lets say you've got a merciful seal that looks like a little holy symbol of saranrae. It can go on any weapon level 2 or higher.
The big problem is that seals have a maximum weapon level that they effect: so if you buy it for a level 3 weapon, you're buying it so that it works for a level 3 and down. Which means the seal can only go on a level 2 or 3 weapon. When you get your level 6 gun, the seal is useless. The Venn diagram for too high or too low means you're only buying a fusion seal for one of your weapons.
Furthermore, you functionally can't transfer a seal during an adventure because it takes 24 hours. So, you can't transfer a fusion seal to an upgraded weapon, you can't switch it between your weapons, you can't put a captured fusion seal on your gun so... what exactly do they do besides cost more?
Compare that with a fusion, which is supposed to be the permanent enchant. I can pop it off a captured weapon in 10 minutes, and not only can i transfer it to my fancy new gun, its actually CHEAPER for me to transfer it than buy it new for the gun.
The "permanent" fusion is a better fusion seal than a fusion seal.
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OK, I think I get what you are saying.
I still don't think you are necessarily correct in saying that fusion seals are supposed to be upgradable (that you can increase the Item Level of the seal after the initial purchase). I think it's a deliberate design feature. You have to decide how high of a seal you want to make initially, so you will likely have to get a new one eventually.
But yes. Right now fusion seals are never a good buy for Starfinders. And you usually can't even use one you find in a scenario because of the 24-hour requirement. Always go with the regular fusion transfer.
The simplest solution is just to get rid of the option to transfer regular fusions from weapon to weapon. Suddenly fusion seals are relevant again. Note that I said "simplest", not "easiest" or "best." If there's one truism I know about game design, it's that it causes much more grief to take away something from players than to never give it to them in the first place.
As for the 24-hour requirement, it's going to make finding fusion seals irrelevant for most SFS scenarios but I understand why it's in there from an overall game design viewpoint. There are some fusions (like blasting) that can only be used once per day. The designers don't want people swapping fusion seals after every encounter. (See: mnemonic vestment in Pathfinder.)