Architect Archive
Thread: Crafting statioins and Harveasters after the update 17 ???
Pawlin,
Your absolutely right, appearance is everyting.
I didfigure that Zen was jumping to the conclusion that the posters in this thread were noobs. And if that wasnt the case, I apologize.
Since my time as a crafter in the game I have found many high level Architects that wouldnt train me because they didnt want the competition, and I guess I took the low road and assumed he was one of these.
As far as a "stock" response to these stupid noob questions once or more every few weeks, I would fall back on the viewpoint that no response is better than a terse orsnide one.
In any case, I will go back and re-create my sub-componants and crafting tools once again to see if that helps.
Thanks Pawlin,
SleffTheRed
Ok, I think my problemscrafting BER: 10 harvesters stem from number of experimentation points.
I have 9 as a 1-4-3-1 Architect. With the resources I use I used to have no slots left to put exp points, the last 3 point experiment would top the med harvie out at ber: 10.
Now when I finish experimenting 3 slots 3 times I still have 3 empty slots left for points. Points I dont have.
This is what I use.
Remade 14.94 Tool
Steel: 987 decay, 950 heat, 994 shock, 993 unit tough
Ext Ore: 980 decay, 994 heat, 980 shock, 999 unit tough
Lubricating Oil.
3*3 experiment - all Great Success
Light Ore Mining Unit: rate 4
Med Harvie: Good Success base rate 6.
It looks like if I had one more exp now I could top the 10. That is a change from pre-CU as far as I can figure.
SleffTheRed
You can make max BER harvesters with 9 points. But its a pain to get the great successes you need.
What materials were the LOMU's made out of? ARe those new ones you've made? Or were they old ones you've had a while or maybe some you got from someone else?
A good LOMU made with that steel you have should get you up to 90% range even with 9 points. And then you should be able to max out the harvester. With your skills it won't be too hard to max a medium but getting a BER13 will be a real challenge and you might only hit it 1 in 10 tries.
Made a run of 12 13 BER minerals today in the factory. The same can be achieved by using any duralloy steel and any katrium intrusive ore, as they both have SR/UT/HR over 900 as minimum stats. I made a few chem 13s a couple days ago with a different steel and got the same thing. And the bypass using lube oil as the chem still works.
And for my money, it is better to waste a heavy making a schematic when wanting to produce 8 or more heavy miners, because with the way is experimentation now, you'll get a 12 on at least 1 of those 8, which is a waste to me anyway.
JB
SleffTheRed wrote:
Steel: 987 decay, 950 heat, 994 shock, 993 unit tough
Ext Ore: 980 decay, 994 heat, 980 shock, 999 unit tough
3*3 experiment - all Great Success
Light Ore Mining Unit: rate 4
Med Harvie: Good Success base rate 6.
It looks like if I had one more exp now I could top the 10. That is a change from pre-CU as far as I can figure.
Some comments / questions:
1. Why quote the DR? It doesn't influence anything. MA has an impact on the hopper size.
2. "3*3 experiment - all Great Success" - so what *exact* final experimental effeciency did you end up with?
3. "Med Harvie: Good Success base rate 6" - what was the percentage? What were you able to experiment it up to?
OK, although I'm a Master Arch (which *might* influence my percentage of great / amazing results but I've never seen experimental proof one way or another), I used only 9 experiment points to make a BER10 medium mineral harvester.
I used the same setup and resources as I previously used for the BER13 experiment.
LOMU:
Initial (great) - 29% - BER 2
3 points (great) - 50% - BER3
3 points (amazing) - 74% - BER 3
3 points (great) - 95% - BER 4
Final Assembly (with that LOMU):
Initial (great) - 28% - BER7
3 points (great) - 49% - BER 8
3 points (great) - 70% - BER 9
3 points (great) - 91% - BER 10
I guess from what I've seen I don't see any experimental evidence that harvesting crafting has changed in the past 3-5 weeks. Anyone else have any *data*?
ZenDragonMLS wrote:
OK, although I'm a Master Arch (which *might* influence my percentage of great / amazing results but I've never seen experimental proof one way or another), ...
Also:
I think that crafting in a Research City and using Bespin Port should help improve experimentation results as well.
I've personally noticed increase rate of Amazing Success in a Research City, no hard data on that just my observation. Also the Bespin Port food seems to help as well. At least when I'm crafting on a chef and I assume it works the same for architect but I don't use it regularly. Again no hard data.
Used the Steel quoted above with +950 stats and Inert Gas to make the Light Ore Mining Unit.
(I will refrain from quoting stats that are useless so as to be as literal as possible for those who are literal)
First 3point experimentation netted a BER 2 (Great Success)
Second 3point experimentation netted a BER 3 (Great Success)
Third 3point experimentation netted a BER 4 (Great Success)
Total 92% experimental Efficiency.
I received a success on initial creation BER 7.
First 3point experimentation netted a BER 8 (Great Success)
First 3point experimentation netted a BER 9 (Amazing Success)
First 3point experimentation netted a BER 10 (Great Success)
Everything I did was exactly the same as the 20 or more times I crafted the same things before... except
for the one thingthat Pawlin pointed out:
I did some testing a few months ago. See this thread that I bumped earlier.
On Ahazi I had been using a station in Theed. Not the best way to get "Amazing" Successes.
Besides the frequent crit fail irritation (which can be helped a little with structure assembly I understand) I think this time
I'm just going to go all the way and finish Architect this time.
Thank you Pawlin and ZenDragonMLS, that last response seemed to be the key.
Pawlin wrote:
ZenDragonMLS wrote:
OK, although I'm a Master Arch (which *might* influence my percentage of great / amazing results but I've never seen experimental proof one way or another), ...
I did some testing a few months ago.See this thread that I bumped earlier.
Your experimental results increase directly proportional to your structure assembly skill level.
So a 0xxx dabbler will get a lot poorer experiment successes than a master.
Aleskander wrote:
Pawlin wrote:
ZenDragonMLS wrote:
OK, although I'm a Master Arch (which *might* influence my percentage of great / amazing results but I've never seen experimental proof one way or another), ...
I did some testing a few months ago.See this thread that I bumped earlier.
Your experimental results increase directly proportional to your structure assembly skill level.
So a 0xxx dabbler will get a lot poorer experiment successes than a master.
Actually, the 0xxx line does not affect the experimentation on anything directly. What it affects is the assembly of an item. This can affect the inital effective % prior to experimentation which may save you an experiment point.
For example, I normally get a BER 10 on heavies on assembly and use 8 points to get BER 13. I got an amazing assembly (wish I'd made a schematic) and only used 7 experimentation points to get BER 13. Pyrollian cake helps a lot with this.
Research city helps a lot in experimentation and using bespin port helps even more to get amazings. There is another city type (manufacturing center?) that gets mod to the assembly.