Architect Archive
Thread: Consolidated list of what's known about harvester experimentation
Fusions with an extraction of higher than 17kg/hr were made pre-patch. What happened is that some architects experimented on them even though it did nothing noticeable at the time. Pre-patch there were two steps where you could experiment on efficiency on fusions (the ore mining unit and the final combine) while post-patch there's only one step (ore mining unit). Something in the code went goofy on the pre-patch experimented fusions and the double experimentation steps resulted in some pretty weird fusion extraction and hopper sizes once the patch went live.
Also, only fusions that were in deed form during the patch got the insane boost. Placed fusions remained at base values.
Skill Tapes still drop. They are just extremely rare, random drops as they've always been. They may be more rare than they used to be though.
Anyone have experimented with low qulity materials to see where the brakepoints are?
A friend told me he gets 7/10 (med/heav) with UT 500-600. Anyone else gets this? If its true i think its bad that low quality materials give you the best extraction .. no variability at all.
Can someone tell me what an +25 Structure Experimentation Tape is and where you get them? I am not familiar with these.
Thanks! ![]()
I have a +25 Experimentation Tape, They dropped for about the first month the servers were live, and then were removed for the most part.
Right now I'm making 94% Experimental Effiency parts, ie...light ore mining units, ore minin units, fluidic drilling pumps. My Mediums have 8 effiency and the heavys have 11 (havent bothered doing any energy harvs).
I wonder if the 5% difference between the 94% I can make now and the 99% we will be able to make ina month when they finally add +100 experimenation.
Also I know that 82% eperimented parts make the exact same harvesters as 94% ones, ie 8 for mediums and 11 for heavys.
Fuss Bango (Chilastra)
I got my +25 Structure Experimentation/+22 2handed Melee Speed skill tape about 3 months ago on Dathomir. It was my first trip there with a couple other friends. We were sort of wandering around trying not to get killed since we sucked when we ran into another group of 5 or so people who said they'd seen a Dark Jedi Master nearby and would we like to help kill him. I thought we were all dead meat but it sounded fun to try so off we went with about 8-9 people and 3 big pets (the other group we joined had 3 CH's in it). The tape dropped along with some crappy weapons, whoever looted it asked if anyone had brawler or architect skills and I was the only one who chimed in as I was already a master architect. Luckily there was no brawler in the group or he'd have gotten it as I was very up front that structure experimentation was useless with no prospects of ever becoming worthwhile at that time.
If I recall the Dark Jedi Master was something like 29k HAM, heavy armor, 90% resists to all, and he'd one shot any player he looked at for 1800-2k+ damage. Most of us died multiple times to him though we did manage to kill him 3 times overall.
Yea the one I'm using is actually Siddahs on my server. Shes about to have her baby
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Fuss Bango
I've heard that skill tapes still drop, but that they've been significantly nerfed downward - that things like +25 Structure Experimentation no longer drop. And - no offense - I know that your +25 Structure Experimentation tape is a totally prized posession, but its pretty unbalancing under the present circumstances.
Neilla wrote:
Editorial comment: It appears that Novice = +2, master = +3, skill tape = +4. The evidence above indicates that architecture is now all about having a single uber-item. There are architects with uber skill-tapes that don't seem to spawn any more and everyone else. I think that's kinda pathological and sad. But the devs hate architects anyway.
After the patch I made a Med Mineral with experimenting and got a 7 rate. Then I made one without experimenting because I thought that the rate was just changed to 7 since the only experimenting I could do on the final stage was hopper size. I got a 6 on the non-experimented one. Then, I made a Med Chem without experimenting and got a 5... I was saddened a bit then, but that's what I got as a Master and using high UT (but not perfect) resources. My Gases could have been better I think, but everything else was pretty good.
Hope that helps
So basically, if you didn't get your uber Experimentation tape in the first couple months of the game, too bad. No 11's or 8's for you. Sure, you can still get the tapes, but it will take you a year to get all10-20 tapes which have the points you need. Basing a skill on a particular item is *bad*. What should be done is the more structures you make as master, the more experimentation points you get, until you hit a capped limit. I know, I know... this totally goes against the entire skill system in place, but it makes sense. That one tape replaces Construction I-III and then some, being equal to about 225k of structure crafting experience. Can you say unfair advantage?
And yes, I started Architect about a month ago, and I don't have any of these tapes ![]()
I am finding that it's easier to experiment on materials with high malleability and overall quality. Correct me if I am wrong, but OQ decides how much starting % you get after crafting the item, Mall decides how well experimentation goes, and UT is a factor in deciding if you get a crit on the initial crafting...right?
With pretty good components I am starting out in the mid 20s (24-26%) and with 5 great successes (+35) I get around 61% as my max so far (which falls into the +3 category). Even with 2 more points I would be able to hit 76% which should put the harvs at a +4, with 5 more I should even be able to make the best harvesters it with 5-600 UT/OQ materials. I agree with making the extraction rates in decimals, and perhaps making the range a bit wider, as the difference between a 10.4 and 10.7 harvester is really negligible.
Using an Extrusive from months ago (UT 1000) and gegart Steel (1000UT), and 996 UTfiberplast, 886 OQ gas, and 932 UT aliuminum, 835 UT copper. I found the following results on a medium mineral.
I got a 7 rate, ~80k hopper. I used the same components, except used very poor materials ~200UT on the light mining unit, and storage component.....and I got 5kg rate, ~50k hopper.
I expected a bigger difference in using perfect ore and steel for the everythign, including the walls.
If they are going to do anything with harvesters, they need to make decay, effeciency, and storage all experiementable, and then be able to make powerups for harvesters. For instance, doesa weaponcrafter really experiement on HAM anymore, since Damage is all anyone cares about? Nope, just make Ham powerups.
Have architects be able to make a more expensive to maintain, but supperior extration, or vise versa, a cheap harvester to maintain, but pulls slower. Etc. Create durability like weapons have. Allow Architects to create harvester repair tools. Have the durability drain on an hourly basis. A heavy harvester can say be running for 1000 hours before going caput. Allow powerups for harvesters taht increase a stat.. addtional storage, faster rate, more effeciant power consumption...
I dunno. i'll probably be flamed, but I'm one of the early masters turned miner. Just looking for a way to add more to architecting than just mining ore....