Architect Archive

Thread: How to make max BER 10 medium or BER 13 heavies.

Pawlin
Mon Feb 09, 2004 10:43 am
#14






Crusadiar wrote:

what statistic determins the experimenation of the harvestor






The variables effecting the experimentation of harvesters are experimentation skill level, quality of the materials used in final combine, quality and experimentation level of the key mining sub-component and then pure luck during experimentation.




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

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** Please refer to Elyssa's answer
Bandola
Mon Feb 09, 2004 1:36 pm
#15

looks like the same questions reappearing already, So this gets a bump




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Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Erillion
Mon Feb 09, 2004 1:51 pm
#16

Reminder:


working in a city with Research center rating HELPS A LOT !!!!!!!!!!!!!!!


Rate of experimentation failures is down significantly and number of exceptional successes up significantly.


Have fun


Novarider Tam



Crusadiar
Mon Feb 09, 2004 4:55 pm
#17

i mean on the materials, what determines how many experimentation points you can use with the resorces that you have



Hohiro Kurita
Pawlin
Mon Feb 09, 2004 6:27 pm
#18






Crusadiar wrote:

i mean on the materials, what determines how many experimentation points you can use with the resorces that you have





I think that just skill level determines the number of experimentation points that you can use. At master you get structure experimentation of 100 and then get 10 experimentation points to use.


The quality of the materials determines the maximum number of boxes that can be filed during experimentation. I think its directly proportional to the material quality.



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
Crusadiar
Mon Feb 09, 2004 9:28 pm
#19

lol, i mean which STAT on the RESORCE determines EXPERIMENTATION on the PRODUCT. IE Maleability, Overal Quality, ect



Hohiro Kurita
BoberFett
Mon Feb 09, 2004 9:59 pm
#20

As explained in the first post, it's 25% Heat Resistance, 25% Shock Resistance, and 50% Unit Toughness.
ZenDragonMLS
Tue Feb 10, 2004 1:50 am
#21



BoberFett wrote:
I was using 97% OMUs, and after an amazing success I hit 87% on the harvester. I then went to use my last point on the hopper and crit failed, but the BER stayed at 13.

Not to say that I don't believe others have had their BER dropped when they failed on the hopper. But it apparently doesn't always happen.






Actually I think that Reegan posted awhile back a note that essentially said that if your first experiment on storage CFs, it kinda eats "X%" off the underlying BER score. So if you have beaten the BER score by over X, you are fine. If not, then you drop a point. So again, the advice to have the OMUs as high as you absolutely can comes into play to help you create this "pad".



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BoberFett
Tue Feb 10, 2004 12:33 pm
#22

And just to reiterate: The only things that matter quality wise are the mining units, fluidic pumps, harvesting units, and the final build.


All of the storage modules, generator turbines, walls, manufacturing mechanisms, structural modules, etc. can be junk materials. In fact, many can't even be experimented on so use whatever is the cheapest and most plentiful resource you can find.


Just make sure you use high quality steel or iron (those both can have mid to high 900s for the important stats) for the mining units and final build, and whenver it calls for chemical be sure to use lubricating oil. Nothing will bring you down faster than using polymer or fiberplast.
Bandola
Tue Feb 10, 2004 1:13 pm
#23






BoberFett wrote:

As explained in the first post, it's 25% Heat Resistance, 25% Shock Resistance, and 50% Unit Toughness.






Yes, you will need to have a high average (generally agreed to be 900+) on your resources to ensure you get to use the full 10 points available, if you use lesser resources then you will get progressively less experimentation 'slots' on efficiency, which is what you want to increase the BER, any remaining points can of course be used for hopper size, but that is worth nothing if your BER is below max. But remember that quality of the 'production component' (omu/fdp/hm etc.) will also be taken into account in the final build, so if you have an 87% unit then you will need better quality resources in the final build to be able to use up to all 10 points on the efficiency, and vice versa.




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Bandola Da'Gear
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((The Blue Ghost))

Bandola
Wed Feb 11, 2004 3:33 am
#24






Bandola wrote:

Dvnce - any chance you can sticky this so that we can get as much added to it as possible ?



until then - /b





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Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Rya
Wed Feb 11, 2004 3:43 pm
#25

Nice guide !!!
Bandola
Mon Feb 16, 2004 12:48 am
#26

I think a bump is in order




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Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

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