Unique Variant Questions
If I get a low IAS on my cryotech gun and I transfer this UV all the way to my Hail Driver, it will still be a low IAS right?
How do I get a medium or higher IAS on the gun? Do I need to get a UV on a higher star craft? Is it something that can be obtained from a drop?
Here's my UV question?
Does anyone know if the different UVs you get are evenly distributed?
As an example, based on the 10% chance of UV figure people toss around; If I craft 10 Haze bombs the odds say I should expect there to be a UV somewhere in there. When that UV does come, is it just as likely to be damge vs undead low as charge time reduction ultra ?
If the chances of getting specific UVs are in fact different, I would be interested in roughly knowing how they're laid out. Anyone who has mass crafted a ton of UVs have any info on this?
Does each tier have a UV range? Can I continually craft a 2 star cryotech alchemer and hope for Medium IAS instead of Low? Seems more efficient then making a 3 star version and hoping for the same.
For Example,
2 Star - Low or Medium
3 Star - Medium or High
Ect
It seems like Low UVs are the most common at least from my experience. I crafted about 100 cutters, got 10 UVs and only one of them had a Medium on it, the rest were low. I could have been unlucky, but that is a decent sample size. Same thing for Haze bombs, made too many to count and got four with Medium and one with High, the rest were Lows.
The star level, equipment level and heat level of an item doesn't affect the types of UVs people get on those items... as far as we can tell, it isn't documented officially.
The typical UV strategy is to craft dozens of the lowest-star item in your line in hopes of getting that UV as cheaply as possible. Then just upgrade the one you want to the 4 or 5 star item. So you might craft 100 Cryotech Alchemers to find a bunch of UVs, one of which is the UV you wanted. Then take that gun with the UV and upgrade it all the way to Hail Driver some day. It'll keep its UV as long as the "Transfer Existing UV" checkbox is selected when upgrading the weapon.
On that note, because people craft so many items and find a bunch of UVs they are not looking for (but might be of interest to you!) ask around and see if you can get the equipment at a decent price.
A friend of mine has gotten high slime damage on a haze bomb, which is a 1 star item. So as far as I can tell, star value doesn't matter when crafting for UVs. It's just luck of the draw. Keep in mind he's made well over 200 bombs.
There's a topic in the Wiki editors section dedicated to analyzing this. Whenever you craft, I suggest you provide them with all the data so they can narrow down the real probabilities. Right now, UV probability is one of the game's theorycrafting frontiers. There was a theory about heat on weapon improving odds, but that's been struck down.
Odds between different variants haven't actually been worked with.
Selling prices for various UVs is also a mystery right now. Ideally, we can extract a multiplier for low/med/high/vh and a multiplier based on which UV that will both apply to the base price.
1) Yes, it will still be IAS low.
2) To get a higher IAS UV, you need to delete your IAS low UV and hope for a higher IAS UV as you craft up the line. Often times it doesn't happen again.
3) No, you don't need to get a UV on "higher star craft"
4) A UV can only be obtained from alchemizing an item.