Architect Archive

Thread: Please walk me through making an uber-crafting station

EasyMcRhinopants
Fri Aug 22, 2003 4:35 pm
#1

I'm a weaponsmith. I asked a master architect friend to try to make me and supercool crafting station (and a really crappy one) so I could run tests to see if it really mattered.


He says he experimented the subcomponents, and used some good polysteel coppers (high cond/high quality) for the final build, and experimented the crap out of it. But only ended up with a 54% rating and a final resulting effectiveness modifer of about -2.


I'm guessing some important step got missed, and he's not sure what it is. So what, exactly, needs to be done, in what order,to make a supercool crafting station?




Yuhjn
Fri Aug 22, 2003 4:42 pm
#2

most likely the conductivity of his metal in the final stage was too low. The maxium experimental effect you can have isone tenth (1/10) of the conductivity of the metal used in the final assembly step. That means if you have copper with a 726 conductivity you can get a station up to 72% with it. If you have 993 conductivity copper you can get a station up to 99%


ANother thing to remember is that crafting stations take artisin experimentation points. So you need to find ANY architect who is also a master artisin. It doesnt matter how far the player is up the architect tree, just so long as they are a master artisin and at least a novice architect.


Happy crafting


EasyMcRhinopants
Fri Aug 22, 2003 5:36 pm
#3

Well he was both a master artisan and a master architect.


The conductivity of the copper for the final build was 983.


Does the quality rating of each subcomponentREALLY affect the final effectiveness?

Karlithas
Fri Aug 22, 2003 5:47 pm
#4

Ok...I've done enough test and build enough crafting stations to know what matters.



First of all, the max. Effectivness of the final product, the crafting station, is SOLELY dependant on the conductivity of the material used. If you use a copper of conductivity of 982, you will get a 98% effectiveness.


As for Functionality Rating, it is an entirely different story. It is not only affected by the max effectiveness of the final product, it is also affected by the qualities of the sub components. The sub components either add a Positive modifier -or- a Negative modifer to the effect of experiementation point done to effectiveness.






Ethius A'Paw - TKA - Starsider
Jerelith
Fri Aug 22, 2003 6:32 pm
#5

I just want to make sure... the quality of the crafting station can have an affect on the quality of items experimented on using this crafting station?


If so... looks like I need to find a really nice crafting station..




Cardokin Dak
Street Pharmacist
EasyMcRhinopants
Fri Aug 22, 2003 6:48 pm
#6

That's the problem Jerelith, no one really knows for sure if the goodness of a crafting station matters.


My whole goal was to get a really 'good' one and a realy 'bad' one and find out.


So Karlithas, for the subcomponents, the aspect that matters is THEIR "effectiveness" rating, or something else?

Karlithas
Fri Aug 22, 2003 7:34 pm
#7

Yes, the effectiveness of the sub components (2 x control units, 2 x micro sensor suite, 5 x droid storage unit) WILL affect how much functionality rating you get per experiementation point (it acts as a modifier, meaning the better effectiveness of the subcomponents, the more FR points you get per experiementation point used on the final product's effectiveness)



Furthermore, sub component's sub component (a micro sensor suites takes 1x control unit, 1x energy distributor, and 1x GP module) will ALSO affect the modifier.





Ethius A'Paw - TKA - Starsider
EasyMcRhinopants
Fri Aug 22, 2003 8:37 pm
#8

I understand that the droid storage compartments are optional. Does adding those (of any quality) add to the final effectiveness rating of the station?
Almsman
Sat Aug 23, 2003 6:37 am
#9

I hate to say this, (and no offense to anyone else) but just for S&G, i had made a clothing & armor station after hours of slaving out the subcomponents on wep/droid/gen, food/chem & structure stations. funny thing was, for the armor station i used NONE of the optional components... what I ended up with was an armor station with effectiveness/functionality WITH EXACTLY THE SAME STATS as my best experimented stations. Granted, I used a 993 polysteel copper, but still it was more than frustrating to find out that the crappy armor station was just as good as the decked out other 3 stations... tells me that WE ARE BEING HAD. Even after test building gear on each of my 4 stations, THERE WAS NO DIFFERENCE OTHER THAN MINOR FLUCTUATIONS. So what I am saying here is that the optionals are wortheless, just adding more time to the whole process, & are not having an effect on the final product. I see this as being yet another breaker in our profession. Everyone else who uses the optionals gets something worthwhile out of it... just not us archies
Kriterian
Sat Aug 23, 2003 7:17 am
#10






Yuhjn wrote:

most likely the conductivity of his metal in the final stage was too low. The maxium experimental effect you can have isone tenth (1/10) of the conductivity of the metal used in the final assembly step. That means if you have copper with a 726 conductivity you can get a station up to 72% with it. If you have 993 conductivity copper you can get a station up to 99%





THANK YOU, THANK YOU! I've been trying to figure out what in the heck affected the max number you can experiment too. I never thought about it being that specific on the stat. I originally some crafting stations (when the patch went live) to 99% and ever since then the highest I could make was 95%. I'm so glad I know now!


Thanks again!





-------------------------------------------------------------------------------------

Zane Farstrider
Master Artisan / Master Architect
no_bargain
Sat Aug 23, 2003 7:17 am
#11


Then your doing something wrong Almsman. While the final 'experimented effectiveness' will be the same, the rating will not.


The max rating you will get without the optional parts is 14.72. With good quality experimented parts, you can easily get into the 30's .. I'm sure some people are getting 40's and 50's ..






Aeko - Eclipse
Master Architect... Retired. Now selling odds and ends.
Vendors at 5780 6939 near kaadara on Naboo, 500m from starport.
no_bargain
Sat Aug 23, 2003 7:20 am
#12


Also.. its conductivity for the stations, but its overall quality that matters for most of the optional parts.


I've had trouble getting the micro sensors over about 72 percent effectiveness though.. even with sub-components in the 90's .. I'm guessing the final assembly of the micro sensor, one of the materials relies on something besides quality.


Still experimenting, if I could get the micro sensors into the 90's like the control units, no doubt I could hit the 40's and higher.





Aeko - Eclipse
Master Architect... Retired. Now selling odds and ends.
Vendors at 5780 6939 near kaadara on Naboo, 500m from starport.
EasyMcRhinopants
Sat Aug 23, 2003 8:32 pm
#13

well a different friend was able to make a station with a modifiers of +21. So i guess it is doable.
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