Architect Archive

Thread: Harvesters Max Limits

Zypen
Mon Nov 24, 2003 3:35 am
#1


After several experiments trying push the limits and reaching the highest attainable BER for harvesters, the best I could get is: a BER 10 on mediums, a BER 13 on heavies and BER 14 on fusions.


The status on the all components parts and the harvester creation itself where:
Steel - UT: 1000, HR: 996, SR: 956
Chemical - UT: 931, HR: 537
Inert gas - OQ: 994
Carbonate Ore - UT: 936
Low Grade Ore - UT: 955, HR: 995, SR: 946
Copper: UT - 772
Aluminum - UT: 795
Non-Ferrous Metal - UT: 795
Reactive Gas - OQ: 573


Every component had its Experimental efficiency or Experimental durability max out, as well as a max out Experimental efficiency on the final construction.


If anyone been able to get BER 14 heavy or BER 11 medium, I would sure like to hear how you did it.


Eirn
Master Architect
Starsider

Lister108
Mon Nov 24, 2003 8:46 am
#2

I been using 950+ heat, shock, and UT steel and ore on mediums and the highest I've been able to get is a BER 10. I haven't tried out the heavies yet, but from everything I've been seeing, it looks like it's 13.



=================
Lister Andari
The Crescent Order
Master Architect
Goodwrench
Tue Nov 25, 2003 3:11 pm
#3

for the most part i have been int he 10 14 and 17 rates however qnd im not sure how this happened i got one fusion with 27! thats a very sweeeeeeet fusion that will never leave my stable howevetr i have no clue how i did it ,.. as a matter of fact it was done at same time i made 3 17's then pop it has been planeted and used and does pull 27 not just a graphic glitch ,.. so all in all i would have to say 17 is the best possible and i just got a fluke, albiet a reallllly good one for a change ( see grumblings over past bugs and res loss to truely understand the gratification )



Good hunting ,.. be safe
Master Goodwrench ( naritus )
Master artisan , master architect , merchant .( can't seem to want to do droids)
past mastery includes weaponsmith, armorsmith, tailor.
asdflkjh
Tue Nov 25, 2003 4:31 pm
#4

Hey, if you're factory making those heaviesdo youneed identicle walls for the 6 wall slot? Like how if you factory produce walls and you won't need identicle structure mods if you used different ones during the craft stage... Will this work the same way in a heavy schematic? I know you'll need the exact same generator, wall for the 1 wall slot, omu, etc... but will you need the 6 walls to have all the same matching id#'s as the differentones used during crafting?


I ask this because i might help out a new archie and contract him to make walls to help him start his career so he can make em for mewithout using a factory...




~Please excuse my horrible handle. I am unable to change it at this point in time due to technical difficulties. My in-game character is Night Storm {Master Artisan/Architect/Merchant} on Flurry. Thank-you~
Prospective Shipwright
LemyDaBigHairyWookie
Tue Nov 25, 2003 4:49 pm
#5

the 27 rate fusion was a database glitch when they first made experimentation work for architect... those people who experimented on parts (like me) before the patch wound up with some serious harvesters (you will also recall people wound up with 10000 capacity harvesters out of that glitch) ... the max after the experimentation patch was 16-17 rate fusions, 10 rate heavy and 7 rate mediums... after this last round of experimentation changes the max i've seen has been 10 rate wind, 9 rate solar, 14 rate fusion, 10 rate medium and 13 rate heavys... I BELIEVE 13 is the max rate... but then again i only had 97% ore mining units and 98% on the extraction experimentation when the +100 experimentation went live







asdflkjh wrote:

Hey, if you're factory making those heaviesdo youneed identicle walls for the 6 wall slot? Like how if you factory produce walls and you won't need identicle structure mods if you used different ones during the craft stage... Will this work the same way in a heavy schematic? I know you'll need the exact same generator, wall for the 1 wall slot, omu, etc... but will you need the 6 walls to have all the same matching id#'s as the differentones used during crafting?


I ask this because i might help out a new archie and contract him to make walls to help him start his career so he can make em for mewithout using a factory...







You WILL need factory walls if you are using a schematic as it records each serial that was used in the creation... there is the option to buy the walls and make your final product by hand (which a lot of us do since a 1000 run of modules gives 99 factory walls which in turn makes harvester/building schematics a HEFTY proposition at BEST)... with the 99 wall schematic i can make a grand total of 13 heavy Mineral Harvesters(wasting 7 walls and the other parts is not for me)




Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
Mor-Dan
Tue Nov 25, 2003 5:04 pm
#6

you do NOT need identicle walls when making factory deeds, but it is much easier since they will be boxed (funny how 10 walls fit in a box but 2 ore mining units can't fit in a box).

i make ALL of my deeds in factory now and noticed that two components, Structure Mods and Walls, do not record a serial number on the schematic. ere go, any walls will work.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
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BetaZoob
Tue Nov 25, 2003 5:04 pm
#7

Since the patch/update, I am able to make BER 16 fusions. I made one about four or five days ago. Using steel that I sat on for a month that was high in UT/SR/HR (just my dumb luck). All the subcomponents were 94% efficiency and the final build was with the same metal and high ore with good experimentation.



--------------------------------------
Zoobacca
Master Architect, Wanderhome
PhazeDistortion
Tue Nov 25, 2003 5:05 pm
#8

That is incorrect. You do not need factory walls to make a heavy harvester run. You also do not need factory structure modules to make factory walls if you decide to make the walls in the factory. This is one of the few exceptions to the schematic rule on serial #s.



Phaze Distortion
Kauri Architect of the Year nominee
asdflkjh
Tue Nov 25, 2003 5:09 pm
#9






LemyDaBigHairyWookie wrote:


You WILL need factory walls if you are using a schematic as it records each serial that was used in the creation... there is the option to buy the walls and make your final product by hand (which a lot of us do since a 1000 run of modules gives 99 factory walls which in turn makes harvester/building schematics a HEFTY proposition at BEST)... with the 99 wall schematic i can make a grand total of 13 heavy Mineral Harvesters(wasting 7 walls and the other parts is not for me)






k thx. But... you'd be able to make more than a schem of 99 walls wouldn't you? Or did they fix it so that you now need the exact same structure mods as you did in crafting? Last time I tried, which was a while ago i must admit, I could hand make a bunch of structure mods, put them in a wall schematic then use any kind of structure module i wanted when i put the wall schem in the factory... Does this no longer work?



~Please excuse my horrible handle. I am unable to change it at this point in time due to technical difficulties. My in-game character is Night Storm {Master Artisan/Architect/Merchant} on Flurry. Thank-you~
Prospective Shipwright
asdflkjh
Tue Nov 25, 2003 5:21 pm
#10






Mor-Dan wrote:
you do NOT need identicle walls when making factory deeds, but it is much easier since they will be boxed (funny how 10 walls fit in a box but 2 ore mining units can't fit in a box).

i make ALL of my deeds in factory now and noticed that two components, Structure Mods and Walls, do not record a serial number on the schematic. ere go, any walls will work.




cool thx. that will work out well then



~Please excuse my horrible handle. I am unable to change it at this point in time due to technical difficulties. My in-game character is Night Storm {Master Artisan/Architect/Merchant} on Flurry. Thank-you~
Prospective Shipwright
Youch1
Tue Nov 25, 2003 5:30 pm
#11

Anyone else making 16 fusions currently? I'm using great materials (10s and 13s consistently for meds and heavies) but 14 is the max I'm getting on fusions every time. Are you using a skill tape Zoobacca, and have you made fusions post patch?


Skarra, Master Architect




~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

Skarra, Master Architect of West Bestine, Tatooine, Radiant - fine Furniture, Homes, Harvesters and Resources at -2200, -3444 just 1 minute west of town.

~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

Zypen
Tue Nov 25, 2003 11:42 pm
#12

Since this last update I been trying find out what was the best we could turn out. I have tried many different ways to try to squeeze the highest BER on the different types of harvesters, from using a surplus of the best of supplies I had on hand before the last patch, to using the best and worst materials out to see if any of the made a difference. Since this last patch the results I was using where BER 1-4 on personals, BER 4-10 on mediums, BER 7-13 on heavy’s and 13-14 on fusions.


I’m well aware that some harvesters prier to the last patch had higher BER then now, but what I’m wondering if its even possible to get higher BER then I have got from my results since this last patch? As well what did you use to get that higher BER? Did you use better a better resource, worse resouce, old part or something else? Also are you able to repeate the same BER again and again.
I’m intrestinted with this information for 2 reasons: 1. to find out what is the best possible BER we able to get, so that they can be priced accordingly. 2. Just know if I’m able to produce the best or should I be striving to be better then I am.


Eirn
Master Architect
Starsider.

Glug
Wed Nov 26, 2003 3:13 pm
#13

Probably listed in the architect issues, which I haven't looked at, but I smacked around some small/medium/large harvesters last night, and noticed some odd stuff.

I don't think I'm too keen on the fact that you can get a 9-rated PERSONAL-sized Wind harveter, are not allowed to experiment on your 8-rated solar, and I've not broken into 14 on the Fusion... but that sounds like the max.

I think those numbers are botched.



R.I.P. Glug - April 26th 2004

Now a hero in Paragon City. A B

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