Architect Archive

Thread: Crafting Stations and pricing.

Phanan
Fri Aug 15, 2003 1:41 pm
#14

I was able to make some 32+ FR Stations today. My Control Units, Electronic GP Modules and Energy Distributers had a 94% EE. My Micro Sensor Suite had a EE of 87%. The base FR rating was 12.3.


I made 1 with high EE Droid Storage Modules and 1 with low EE Storage Modules (don't remember EE on them) and it didn't effect the final FR.

Hexen
Fri Aug 15, 2003 1:49 pm
#15

OMG! 3k per droid storage unit. Ouch! The most I have ever paid for them is 100cr per and that comes out to be just over 4cr per resource for the DE. Some DE out thereis a good rip-off artist.



Ajoo
cyberrico
Fri Aug 15, 2003 2:21 pm
#16

Ok, let's back up one second. I'm hearing lot of numbers and speculation, but let's be factual for one second. The crafting station i'm using right now is some piece of junk that a novie architect made for me almost 2 months ago. Im sure he paid no attention to the quality materials, and I'm sure it is about the worst turd on the planet. I haven't checked the stats on it since the patch, but there's only one thing I care about.


How are your guns/droids coming out with your new and improved crafting stations.


There is no mistaking it. My blaster power handlers come out 8-17 .43 with the current materials I'm using every time. Will they improve with a better crafting station? I have a 88% crafting tool that makes my handlers 8-17 .43. Guess what my 93% tool does? That's right 8-17 .43.


Perhaps I missed something in the earlier replies in real comparisons. If so I apologize. But i'd like to see hard numbers.


Here's my theory:Tonight I'm going to make a weapon crafting tool out of plumbum iron. It's going to be pure junk. I'm going to town to make a blaster power handler in front of the public crafting station and I have the feeling it's going to be........8-17 .43.


Now if I'm wrong, I'll be very happy. I will have a master-level perfect crafting station made and If my handlers come out 10-20 .52, i'll be doing cartwheels.


And no, I wouldn't pay 25K for it, I'd pay a hell of a lot more.




Wasabi Dakhammon, Master Fish Pimp
Immortals <I>

DToxWeaponsInc
Fri Aug 15, 2003 2:51 pm
#17

See, your "max" is going to be unchanged. What an increased number of Amazing successes WILL do is allow you to do MORE for LESS. In other words, if it took you 8 Experimentation points to hit your max previously, getting a Great success, or perhaps getting 8 Great successes, if you did it 1 gem at a time, it may now take you 6 Experimentaiton points to do the same with an Amazing success.

*THIS* is what I'm aiming for. I've already made schematics where I've hit an Amazing success on damage, and have maxed out the weapon, and thus had a few Experimentation points leftover to beef up HAM costs, or in my case, Attack bonuses (I make Melee weapons, they have really low attack bonuses).

Don't use a beefed up Crafting Tool/Station if you're looking for higher MAX numbers...use them in order to pop out those Amazing successes that will let you use your other Experimentatoin points in other areas.

Architects, please give this information to prospective customers...you're NOT going to be selling them increased MAXIMUMS...you're going to allow them to do more with what they already have.

By the way...for a non-Master Weaponsmith (using my own profession as an example), an Amazing success could mean that your weapon comes out VERY VERY close, if not equivalent, to a Master-level weapon. At Tech. 4, with 7 Experimentation points, an Amazing success in Damage COULD gift you with a 9 point weapon. Food for thought.

And yes, in the long run, the value of owning one of these superb, master-quality Crafting Stations will be HIGHLY significant to those who want to constantly produce high quality items. They will mean the difference between doing 20-30 combines to pull off 1 awesome schematic, or running 10 combines for the same result.



Master D'Tox - "Master Weaponsmith"

"You don't want to be on the bleeding edge of my technology"
Tatooine Vendor locations:
Mos Quito -3370 -6325
D'Tox Auction Drop Off: -3285 -6030
Finglefinn
Fri Aug 15, 2003 6:51 pm
#18

Iam selling 39.53 functionality rating crafting stations for 50k. Can't keep em in stock.
ImLucas
Fri Aug 15, 2003 7:56 pm
#19

Ok guys... I just made a WDG station...

I used all options... Parts were experimented to the following:

96% Control Unit
97% Droid Storage Compartment
95% Electronics GP Module
96% Energy Distributor
82% Micro Sensor Suite

99% Crafting station

Functionality Rating is 41.39257!

Man, do I like this.


-Loserwan Ka'newbie



┌──────────────────────────────────────────────────────────────────┐
This thread has been tainted by Loserwan Ka'Newbie of Tarquinas.
└──────────────────────────────────────────────────────────────────┘

Jarvel
Fri Aug 15, 2003 8:50 pm
#20



ImLucas wrote:
Ok guys... I just made a WDG station...

I used all options... Parts were experimented to the following:

96% Control Unit
97% Droid Storage Compartment
95% Electronics GP Module
96% Energy Distributor
82% Micro Sensor Suite

99% Crafting station

Functionality Rating is 41.39257!

Man, do I like this.


-Loserwan Ka'newbie




I am also getting great stats when experimenting stuff up to 93% plus..

For crafting stations I use a copper that came out when game came out, has a rating of 966 or something like that. without experimentation the station comes out at 27%, then when experimented I can get it up to 93%.. higher if I get an amazing success along the way. I only do 1 or 2 experiment points at a time, balances out any failures. Also seems to result in higher total. when I use all my exp points at once my max eff rating has been 85% on an amazing success.

Make sure all your equipment is at it's highest efficiency, I did all mine back when I was grinding for xp. Kept experimenting on every one until I hit bigger and then would upgrade. I haven't been able to hit the rating of +40 that you got, but I haven't tried that hard since I spent all morning before work looking for resources. will try again when I get home. I got well over the +10% I've seen in bazaar.

This is so cool, we now have something other then price to differentiate the product. Plus, it pays to stockpile certain minerals.. I stockpiled a ton of carbonate ore and it's really going to pay off when everyone else dries up. I got ripped on my copper though, I shouldn't have experimented with so much of it. copper now sucks in comparison.

well, done rambling.. later..
Ropock
Fri Aug 15, 2003 9:51 pm
#21

ok, subcomponents must have an effect on this...


I used 998 copper in the final run and experimented up to 99% and still only got a 17.xx.


the subcomponents were in the 50% range. not sure what the exact percent was and i didn't do droid storage modules since i don't have easy access to them yet.


Rather a disappointing # considering a 99% effectiveness.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
ImLucas
Fri Aug 15, 2003 10:14 pm
#22

yeah, in order to get the really high numbers, you do need to have ALL the components.

If you think about it, a plain vanilla station should be able to get the job done, but if it has all the special little bits, it would natrually function better.

Of course, one other fact holds true... If those extra parts are of very low quality, then you will actually degrade the functionality.

All I need now, is for someone to buy one of these from me. I had a couple people who were interested, but wanted an "official word" on what the stat does. Oh, and of course I had the one idiot who complained to me that I was trying to rip people off. and to top it all off, he was acting like he made a station with the same functionality rating as mine. Uh-huh... not very likely when I'm using a few really great materials tha have been out of the game for about 2 weeks.

But are any of you having any luck selling high quality stations?

-Loserwan Ka'newbie



┌──────────────────────────────────────────────────────────────────┐
This thread has been tainted by Loserwan Ka'Newbie of Tarquinas.
└──────────────────────────────────────────────────────────────────┘

Dragon942
Fri Aug 15, 2003 11:43 pm
#23

For those of you that seem to be confused, experimenting on a crafting station is based on you rartisan ability, not your architect experimentation. Do you actually think they would make construction useful. Ha.



Starscreamer Sapphire
Starsider
Karlithas
Sat Aug 16, 2003 3:40 am
#24

I messed around with crafting stations tonight and found that sub components served as a modifier to the final effective. If your sub component is over 50% quality, it will positively improve the final combine and the sub sequent experiementation point. If it is below 50%, it actually applies a negative modifier to the final combine.





Ethius A'Paw - TKA - Starsider
ShaddamtheIV
Sat Aug 16, 2003 5:43 am
#25

Will having a high quality station effect the quality of the new station you make?


So say if you kept making better quality stations where would it max out at?




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
Fraktur
Sat Aug 16, 2003 10:02 am
#26

I sell fully equipped, 99% experimental effectiveness, private crafting stations for 15k each. And yes, I do make them at 99% effectiveness. I have some amazing copper that totally rocks.


Tik - Master Architecht / Master Artisan on the Lowca Server.

Page 2 of 3