Architect Archive

Thread: Crafting Stations, 30+??

Illuminatrix
Tue Aug 26, 2003 11:37 pm
#1

I'm a Master Artisan/Architect and I'd like to make 30+ crafting stations, what qualities in materials should I look for for the crafting station itself and the sub module items?

Thanks.








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This.. isn't.. what.. I.. signed.. up.. for.

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Kissalicious
Tue Aug 26, 2003 11:52 pm
#2

It tells you in the template which qualities are important..and they you can weight them...

For instance, if it says 66% conductivity, 33% Decay Resistance, you want to find something with good con and decent DR, with Con being more important. I think crafting stations are conductivty and either UT or DR

But surely, as a master artisan/architect, you know all this



______________________________________
In reference to the Bio-Engineering profession:

This sounds too much like religion. Just stay - suffer - you'll get your reward...eventually...I don't know what it is will be but it will be great...and all the non-believers will suffer an eternity of screaming and gnashing of teeth. (InsomniaRado )
Karlithas
Wed Aug 27, 2003 7:33 am
#3

This is what you need:


One type of High Overall Quality Inert Gas


One type of High Overall Quality Polymer


One type of High Overall Quality Mineral


One type of High Overall Quality Copper


One type of High Overall Quality / High Conductivity mineral (preferably Copper or Aluminum)


One type of Extremely High Condutivity Metal



and also a Master Droid Engineer friend to make you highly experiemented droid storage modules.






Ethius A'Paw - TKA - Starsider
Illuminatrix
Wed Aug 27, 2003 8:06 am
#4

"But surely, as a master artisan/architect, you know all this"

LoL...








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This.. isn't.. what.. I.. signed.. up.. for.

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Rath
Wed Aug 27, 2003 12:17 pm
#5

I've made a few of those. The control units and electronics GP were both 87% quality, the energy distrubitor was 89% quality, the micro sensor suites ended up being 89% quality and the final combine was 91% quality. It equated to 30.8 or there abouts. All myresources were 850 and above.



Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
Mandril
Wed Aug 27, 2003 3:48 pm
#6

I've temporarily specialized in crafting stations and have four 38+ stations in my house (one of each type). Here is what I have found important in the crafting process for these.


Two resources stats are "king": Conductivity and Overall Quality.


My first step was to make high-effectiveness crafting kits - that calls for high Conductivity elements. The best I could make was 14.07 Effectiveness (out of a possible 15 I think). If you only make two kits, make a Weapon/Droid/General and a Structure/Furniture.


Fully instrument your stations, e.g., Control Units, Micro Sensor Suites, and Droid Storage Modules. Use your Weapon/Droid/General kit here.


For the subcombines (Electronics GP Modules, Control Units, and Energy Distributors), Overall Quality is more important than Conductivity. Check the schematics for these and you'll see a 66% weight to Overall Quality. The Droid Storage Module is also weighted the same way if memory serves. Put all the experiment points you can into Effectiveness - put any remainder in Durability.


Fully experiment all subcombines. When you experiment with all "good success" or that plus any "amazing success", make a schematic of it. Don't accept any crit fails or ordinary fails along the way. Make a factory run of each of your subcombines - you'll need twice as many Control Modules as the rest of them because two CM's are used in the MSS and two CM's are used separately in the final combine.


I do final assembly and MSS asssembly by hand. I do them this way because I have read that factories won't accept subcombines (just raw resources)and I don't want to risk it. Use the Weapon/Droid/General for the MSS and Structure/Furniture in final.


Final calls for 450 Mineral/Metal and the subcombines. The 450 metal must be the highest Conductivity you can bring to bear on it. It's 400 in one slot and 50 in the other - you can use the same metal in both slots. The other three subcomponents are 2 CU's, 2 MSS, and 5 Droid Storage Modules.


Fully experiment the final assembly towards Effectiveness. Put any remainder in Durability.


Pray/light candles/do the hokey-pokey while experimenting in any stage of the build.


I think my max is 38.8 Effectiveness and change - there are stations on my server that are 41+. I think the theoretical max is 50. 40+ stations take a combination of resources I haven't been able to gather yet. Someday I'll get lucky in that regard, I hope.


I won't go into the debate as to whether or not Effectiveness means anything. I push for the best I can get because I like doing it. My own un-scientiftic, purely empirical results tell me higher Effectiveness is better. I do see an reasonable decrease of experimental risk with better stations.


Fully experimented kits are key to me - during my first runs with lower grade kitsI sawlower quality subcombines, and for the life of me I could not get a station above 25. With my 14.07 kits, I got a 32 first time through with no factory work at all. That told me something.


I began "iterating" stations, e.g., using one good station to build a higher grade one several times, until I hit the 38+ range - at that point I could not iterate any higher. I then schematic'ed every subcomponent I could and ran them through the factory. In the entire course, from the 25's to the 38+'s I had all of the same resources. That told me a lot, too.


Hope this helps.





"Now with Force Sensitivity!"




Scortch
Wed Aug 27, 2003 8:49 pm
#7

All I used was copper with a REAL high conductivity for both metals. If it's 960+ conductivity, you can experiment to 96% effective. If it's 990+ quality, you can experiment to 99% effective.


Works everytime for me.

Ropock
Wed Aug 27, 2003 11:24 pm
#8

still no documented evidence that this does anything.... only tests posted anywhere tend to indicate this doesn't help even a little bit.



Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
ShaddamtheIV
Wed Aug 27, 2003 11:31 pm
#9

Ok do you need the optional components inputted into the schematic to get it that high?


I cant get mine past 13.7 for some reason. I am using 970 conductive copper and 850 quality chemicals.


My crafting tool is rated at around 12-13 I think. Its the highest I can get it with these resources.


So I take it I need the extra components to raise the effectiveness past 14?




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
Ropock
Wed Aug 27, 2003 11:35 pm
#10

yep shaddam, you have to have the optional components or i dont' think you can get above like 17. and the optional components MUST be of high effectiveness themselves. to get high effectiveness on the components it relies mostly on overall quality with just a little bit of decay I think on one of the final assemblies... the micro sensor suite. If you lose low quality sub components you actually lower the rating of the final station rather than raise it.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
ImLucas
Thu Aug 28, 2003 4:32 am
#11

Yes, the effectiveness of the subcomponents... ALL OF THEM... including the optional energy distributor in the micro sensor suite, have a direct effect on the resulting functionality of the station.

A highly experimented subcomponent will give a positive result, while a badly experimented one will have a negative effect, with 50% being the break-even point.

With the following parts:

97% Control Units
98% Droid Storage Modules
88% Micro-Sensor Suites
97% Electronics GP Modules
98% Energy Distributor

and using a 994 conductivity copper...

My station started out at 21.696194 functionality, before any experimentation.
Note: Starting effectiveness percentage was 29%

Of course I pulled off the miracle and used all my experimentation points to make the station a 99% one, giving it an end result of 42.477654 Functionality.

But yes... here's the ingredients you are looking for...

Quality - Low grade ore
Quality - Metal
Quality - Copper
Quality - Inert Gas
Quality - Polymer
Conductivity - Metal
Quality & Conductivity - Steel (Very hard to come by)
Quality & Conductivity - Metal

When selecting the metals for the "Quality & Conductivity" group, use this formula, and choose the best result.
(2 x Quality) + Conductivity = Usefulness

I will leave the details as to where each material is used properly, as a test for the reader.

-Loserwan Ka'newbie



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TedraDeArr
Thu Aug 28, 2003 4:33 am
#12

Either I just had the worst luck in the entire galaxy, or the new system of less failures during experimentation on these new machines is currently broken. Made my 40+ machines last week, and my 14+ kits. Made about 12 machines total after the 40+ one and didn't experience a single critical on any of the experimenting. Tried to make a few more machines today. Made a total of 7 before I signed off in disgust. One failed on the final combine. Out of the remaining six, every single one included a critical fail during the experimentation. I don't believe in bad luck of thatmagnitude. My lifemate is a weaponsmith. He experiencedthe same luck tonight on his 40+ machine, but in his case, it was all moderate successes, which for him is reason to trash what he's making, and a good 9 of them in a row. He wants his 8+ machine back now!


Tedra

ImLucas
Thu Aug 28, 2003 4:38 am
#13

Oh, and the range for a station with no optional components is -15 to +15.

Adding the subcomponents increases the total range the station can go... both positive and negative.

Quality of the subcomponents affects the starting point(or rather, the break even point{50% exp)) of the station.

-Loserwan Ka'newbie.



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