Architect Archive

Thread: Crafting statioins and Harveasters after the update 17 ???

SleffTheRed
Mon Jun 27, 2005 6:51 pm
#14


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




CoolSlicer - Bria
Kieny - TestCenter

- I support keeping & balancing the current combat system You can too
SleffTheRed
Mon Jun 27, 2005 10:27 pm
#15

Very true. I have talked to people who are very afraid of continuing the experimentation because they think they will crit fail.

I will make better notes of my crafting numbers soon and see what that gives me.


SleffTheRed



CoolSlicer - Bria
Kieny - TestCenter

- I support keeping & balancing the current combat system You can too
SleffTheRed
Tue Jun 28, 2005 7:34 pm
#16


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




CoolSlicer - Bria
Kieny - TestCenter

- I support keeping & balancing the current combat system You can too
Pawlin
Tue Jun 28, 2005 8:16 pm
#17

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.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
jbdotcom
Tue Jun 28, 2005 9:04 pm
#18


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


ZenDragonMLS
Tue Jun 28, 2005 9:23 pm
#19






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?







Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

ZenDragonMLS
Tue Jun 28, 2005 9:29 pm
#20

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*?





Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Pawlin
Tue Jun 28, 2005 10:39 pm
#21




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.



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
ZenDragonMLS
Wed Jun 29, 2005 1:50 am
#22


I would guess that, based on Pawlin's tests, a 9 point architect:

- will have average experimentation percentage less than a Master

- will have greater *variablity* than a Master

- *may* be impacted more by tool / station quality


Remember that we humans are so good at pattern recognition that we quite often see patterns in random events (seriously). My guess is that patch 17 *did not* alter architect crafting, but rather some folks have had a string of "bad luck" where the variability worked against them.


But clearly working through this has been a useful exercise, and brought out some information that some of us hadn't seen before (I was absent from the forums when Pawlin first reported his findings, so I missed it.)




Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Pawlin
Wed Jun 29, 2005 10:03 am
#23

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.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
SleffTheRed
Wed Jun 29, 2005 12:58 pm
#24

Ok I went and found a +43 crafting station (dont have my own on this server).
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)


The LOMU was initially created with a Great Success at BER 1.
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.


The Med Harvie I used the same +950 Steel, +990 Intrusive Ore, and Inert Petrochem Lube Oil.
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)

Total 91% experimental Efficiency. (Most are ~87% -> ~89%)


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.





Which led me to remember that on Bria I used to make my own crafting stations and they were decently high level.
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.

SleffTheRed



CoolSlicer - Bria
Kieny - TestCenter

- I support keeping & balancing the current combat system You can too
Aleskander
Wed Jun 29, 2005 5:35 pm
#25






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.



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Pawlin
Wed Jun 29, 2005 5:47 pm
#26






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.






The name Structure Assembly sounds like it should just impact teh assembly result but that is not what I found. The furniture line with its Structure Assembly points gives you better rate of Great/Amaizing success while doing experimentation. I've tested this and have data showing it. Its in the post I linked to. Did you read my experiment results? Or do you have any experimental data to the contrary?





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
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