Architect Archive

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

Bandola
Sat Apr 24, 2004 1:02 am
#53

bumped on request




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Bandola Da'Gear
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Jedigeneration
Sat Apr 24, 2004 2:20 am
#54

Good guide Pawlin,



Quick thought... I've seen a few posts about the final build of Fusions and how the efficiency experimentation has gone, but more to the point people asking when it will come back.


Now I ask you, would it be so bad to have ALL the harvestors made like this. With all the BER's solely relying on the parts and resources used, and all the experimenting done on hoppers. You'd still have to use the best stuff just like in the Fusions, but it would make better Harvs.



Jedgen.


P.S - All Heavy's should have a max of 14. Why only 3 above a medium when meds are 6 above smalls...


Reegan
Mon Apr 26, 2004 6:40 pm
#55

Well, looking over what I wrote the last time, I noticed I'm as clear as mud. About on par for me What I meant on the fusion generators is the experimenting on the final combine does nothing, because it will be applied to the wrong experimenting category. The initial assembly bonus still applies, so if you start with good resources, you'll get a fixed experimental effeciency of around 28%.
Bandola
Mon Apr 26, 2004 11:08 pm
#56

Gotcha Reegan, we agree then




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Bandola Da'Gear
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BigPig
Fri May 07, 2004 6:57 am
#57

top post



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FoxyR
Fri May 07, 2004 11:48 am
#58

Not sure if this has been covered in this thread and lpease excuse me for posting without reading the thread completely.

Ok, as others have previously stated the HR+SR+UT is important .. but ...

Has anyone else discovered this little trick.

How do you actually use the experimenting poiints??

I have found that if you use 3 exp points at a time coupled with the little phrase following each experiment "The experiment was a great success" you can achieve a better result and even if you never get "an amazing success" you will still get to max BER. I'm not sure of the exact reason behind this but it does work far far better than experimenting in any other way. Try 4 experiment points per turn and even with 2 "amazing"s you sometimes fail to get max BER.
Any item I craft that does you can not experiment on I use my 2nd class resources for. These are typically in the high 700s in at least 2 of the required stats and most are made in a factory anyway. I think I read somewhere that if you cant experiment on it you can get away with using grinding quality resources but since I mainly harvest the better stuff this is what I use.
I experiment on everything else, of course, even wall sections, but I'm not sure if this actually helps or not. I use the "3 at a time" rule for all my experimenting, even on the wall components.

I've not played SWG for long and have not read much on the forum during that time, part of the fun for me has been discovering and working things out for myself. So consequently this has all probably been discussed before.

Foxy'R
Sativaa
Fri May 14, 2004 2:52 pm
#59


Wonderful!!


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Sentry66
Sun May 16, 2004 7:42 am
#60

Is it true that crafting in a manufacturing city gives a bonus?
Reegan
Thu May 20, 2004 8:01 pm
#61

The manufacturing bonus improves the initial assembly result, it does not affect experimentation attempts. In other words, the manufacturing bonus will give you a better chance of having a high starting experimental values and less assembly failures. A research center, on the other hand, will improve your chances of getting a better result from each attempt at experimenting after the initial assembly, and is the preferred bonus for most crafters. In general a manufacturing center is better for grinding out items and working on non-experimentable items like clothing, as you get a reduced chance of loosing your crafting resources on the odd failure, for serious crafting research centers are better.
Bandola
Thu Jul 08, 2004 4:50 am
#62

bump




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

Bandola
Mon Jul 26, 2004 12:23 pm
#63

edited to emphasize the need for a fully experimented max BER mining unit (i.e. don't stop experimenting just because you reached BER 6). Since this seems to be the most common reason folks aren't reaching the max BER on finished harvesters.




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

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