Architect Archive
Thread: SECRETS Exposed...Making +98% effective...
(This may have already been written, but I havent seen it, so here goes) :-)
HOW to make +98% artisan Crafting Stations, Tools, Powerups, Repair Kits
(I will leave stations for last, since they are the most complicated and controversial)
You must have artisan experimentation +100 for +98 (I believe..i dropped below that once and couldnt get 98%, so I think I am right)
I will be dropping the artisan line that creates these (artisan experimentation +100, two left sides of artisan), so here is how to make them:
PS for Sunrunner: I will be selling thecopper and steelon my vendor at 4cpu in lots of 20k (I bought about 2mil of both in the past month) East of Tyrena Corellia, at -3923 -2244
Enhanced +98% EffectivenessCRAFTING *and* REPAIR--TOOLS-- (same for both of these)
Tools have a 'Tool Effectiveness' rating up to 100. Enhanced +98% effectiveness by using a high CONDUCTIVE copper... If you read the schematic, Conductivity is 100% of the experimental effectiveness.
I use a polysteel copper Trivaebafism (985 conductivity), and (for the crafting tools
for the miscellaneous chem (quality 455.... since experimental effectiveness IS 100% conductivity, does the chem matter? I don't think so).
CRAFTING TOOL: This results in a tool with a 'tool effectiveness' of 98.515
REPAIR TOOL: This results in a tool with a 'functionality rating' of 98.515
POWERUPS Getting that 32%/16% primary and secondary stat: (enhanced +95% experimental effectiveness)
This schematic lists effectiveness as 100% Overall Quality (OQ). I use a rhodium steel Erao, with an Overall Quality of 978 and a petroChem Anegaptine with an OQ of 917 (Chem does matter in this case...I tried with lower quality and got lower quality results)
POWERUPS: This results in a powerup with +31.825%primary stat, and +15.675%secondary stat.
CRAFTING STATIONS (the most controversial... and most probably questionable on what the end results actually do)
Enhancing +98% Stations WITHOUT an input hopper.
The MAX 'Functionality rating' of a station *without* a hopper is 15.0
From the schematic DURABILTY calls for 100% Decay Rate, while EFFECTIVENESS calls for 100% CONDUCTIVITY. Ignoring the Decay Rate, I use a polysteel copper Trivaebafism with a CONDUCTIVITY of 985 which gives me a 29% Effectiveness BASE. Experimentation brings that to 98% with either Amazing or great success. (For some reason, this has rarely given me anything less than Greater Success.)
WITHOUT Input Hopper: This results in +98% increased experimental effectiveness resulting in a 'functionality rating' of 14.55. (Actually, 98% of 15.0 is 14.7..so is the top without options 14.85 as the math would indicate?? Devs?)
Enhancing Crafting Stations WITH an input hopper (options)
This is the most controversial of all I've read and experienced. As any Artisan with +100 skill in artisan experimentation can tell you, the above +98% effectiveness IS ACCURATE. That being said, what does the rest of the 'Functionality Rating' do for us? I believe the Max is 50.0, the reasons will become clear as you read the formula's below.
So, What does 16-50 'Functionality Rating' actually accomplish? How do you get better than +98% effectiveness, assuming 100% effectiveness is the best?
Someone said the 'Devs said it gives us a +15% bonus', does this mean they are 115% effective? And what happens to that theory when you can make a 26+ station JUST BY ADDING OPTIONS, but still FAIL on the effectiveness Experimentation? Talk about confusing!
Does +15% bonus mean effectiveness? or ''functionality'' as the name implies?
The FORMULA for +42 Stations WITH input hoppers (options)
The schematic on this calls for 3 SubComponents with 1 of the subcomponents requiring 2 SubComponents of its own. Each and every one of these SubCompents, and (subcomponents of SubCompents) list DURABILITY and EFFECTIVENESS as the main requirements. (I have made 18+ stations with pure durability resource, all the way thru, but was unable to obtain the same higher end results as using pure Effectiveness.) Basically, I ignored the durability where I could and went for 100% pure effectiveness, which requiredHigh Overall Quality and Conductivity.
Out came the 988 OQ metal (and 985 Conductivity Metal for the Micro Sensor Suites) and as high as I could on the other resource requirements (chem, gas, low grade ore)
This resulted in mixed results of items with a range +91% increased effectiveness to 98% (droid storage compartments, all metal). Most near 98%.
Crafting STATION *with* Hopper, 'Functionality rating' 42+ (This was a pain to make! Experimentation has to be done on 3 levels up with Great or Amazing results on each level...STRONGLY suggest using a factory on successful parts).
Asking again, Does the 'functionality rating' of 42+ make it more effective? I doubt it since you can crit fail on the effectiveness (try it!) but still add an input hopper and still Exceed a rating of 15+. Not logical)
Does it make it more 'Functional'? Absolutely.
-Jez :-)
Sunrunner
yes, following the schematic instructions (100% conducitivity) makes HQ items. Thanks for the news flash.
Its a news flash for me. I am going to have to try this when I get on later.
Thanks for the great information Jez!
then you need to craft more. this is how all crafting works. the schematic tells you what you need.
there is 99% conductive material btw.
if you are asking if the +15 stations are the same to customers as the +45 max ones they are not. It noticable on thestructure stations (presumably the other crafters hit cap at some point?).
I think there has been a dev/correspondant response on this as well.
About 95% sure the max for crafting stations is 45 not 50. My current stations have a 43.63 rating. I would list all my ingredients but I dont want to give out that info at this time. But basicly I'm using almost 990+ in every stat for these things with the exception of the Micro Sensor. Chilastra had a polysteel copper spawn last week with 970+ OQ and 950+ CD. I was able to raise my Micros Sensor Suites to 92% from the previous 89%. This was the only thing I changed on the station design and it increased my stations from 43.39 to 43.63. Considering almost all my other components are 99% (I think i have one that is 98%). This includes droid storage modules made out of a 999 OQ metal. Unless the closer you get to 100% gets weighted more It defintly looks like 45 is the max.
Dont sweat it though I used to be in the 50 max camp myself, but this last change I think pretty much prooves its 45 now.
Fuss Bango (Chilastra)
I don't understand your question Jez, are you asking if 45 is higher than 15?
Thanks for the reply Fuss :-) I'm curious if you use any Durability requirement in the subcomponents? I'm no longer making these, but try as hard as I could, I couldnt get the durability resource to make that much difference.
-Jez
Ok... I am confused.
If something is 98% effective with only 13 functionality rating compared to a 98% effectiveness with 40 functionality rating be more effective even if they are the same raiting?
How does it being more functionable have to do with the effectiveness?
Is there any word from a Dev saying that there is a difference in how the crafting/experimentation is performed when using an station with a higher functionality?
I figured that the effectiveness was how effective it was on crafting and the functionality was just the options it had and the addons it had.
Can someone shine some light on this subject?
the same way you can make a 99% weapon without an optional part and have it come out lower damage, or get a 99% on a droid and not use armor on it. the percentage reflects the success in the craft, the attributes of the final object mark the result.
in other words, the percentage means nothing. If you had a gun that said 99% combine! but was half the damage of a 77% combine. it's pretty obvious which is better.
Isn't 98% without a hopper equal to 98% effectiveness with a hopper?
Adding a hopper doesn't increase the effectiveness at all. So how would this make it a better station?