Architect Archive
Thread: Crafting XP
Actually I craft the Dispersal Mechanisms for my grind. 12 Inert Petrochem + 12 Liquid Petrochem Fuel = 24 resources = 48xp per craft.
I use 5 kits and practice mode and did about 20k in a night of crafting.
The BEC/LS/CDRM items all take 6-8 resources yeilding only 24-32xp each craft.
You mileage may vary but the Dispersal Mechanisms are finishing my last box in Doctor and will get me through CM as well.
B and C stims were what I used. B because I could sell them on bazaar, C because I used them.
I understand B wound packs are good as well, since you can sell them same as B stims.
....
what med or component can i practice on that gives the most crafting xp per item?
am i correct to asume that the higher the complexity the more crafting xp is received?
right now im in practice mode crafting my 600th solid delivery shell....
lk
I forgot about practice mode. Man you folks now a days have it so easy. I remember way back when in the old days we had to actually MAKE things.
/snicker.
hehe
yeah.. its the first time ive used practice mode.. usually just gave meds to friends or sold them at bazaar real chieap.... also, my house suddenly "told" me that it was full.... and thats with abouth 10 backpacks full of crap.... so practice it is....
question.... does crafting by a chemical station give more crafting xp/ make crafting faster??
lk
doctor/pistoleer - tarquinas
forget practice - when I became master there was barely one person on the server who could even make factories. it was all by hand 100%.
Anyway this brings me to something else I just discovered on the swgcraft.com site ... apparently you can almost create macros for crafting (not all the steps ... but huge click savings), combine that with running a business using factories (to also gain crafting experience) ... sheesh making master doctor never was so easy.
Here is a breakdown of xp for you.
The best thing to make if you want to save on resources is Bio Effect Controllers. A BEC uses 12 resources and give 36 xp. 1:3 ratio.
For speed you are best off making Infection Amplifiers. They use 28 resources and give 56 xp. 1:2 ratio.
Stim B's will get you 208 xp. That is from start to finish, producing the 3 components and then puting it all together. 4 steps.
Using the Infection Amplifiers you will gain the same xp in 4 steps as well. But there is a higher output overall of xp, because a critical failuredoesn't take 100xp from you...
So, go to the Bazaar andspend15k to get yourself 3000 of each of the 2 materials for IA's and start making them. You will be up 10k xp in an hour.
That's how to do it. Yes, it sucks. Yes, it's boring. I can only do it 30 min at a time and then I've had enough for the day. I don't know howpeople did it for days...
C levels are usually best.
1.) you get xp from the components.. (D+ meds need factory components.. factories make components at 1/10 normal XP)
2.) They have removes dself-use xp from components... using components in scematics for final combine gives you no xp.. you just get xp from the materials used in final combine (you already got xp for crafting the components (or 1/10 if you factoried them).
3.) best xp gain is when you trade components with other medics... you then both get usage XP for the components you made.
-T
Wound pack B's, action because they are at the top of the list
35 (BEC) 35-40 (CDRM) 35-40 (solid delivery shell) wound pack itself (105)
35+35+35+105= ?
i didn't say i could do math
i tried the trading components thing
i got 0 xp while he used up 20 of the bec/ls/cdrm's i gave himt hat i made..
usage xp seems to only occur when, you make a stima nd someone uses it up healing whatever