Architect Archive
Thread: FS EXP CONVERSION RESEARCH PLEASE HELP!!!!
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Pawlin
Fri Sep 17, 2004 1:05 pm
#1
Our ratio is 35:1
Money is a factor that you have to consider if you're comparing theFSXP situation for different professions.
Sure it might be faster for us to grind FS XP but it costs us money to do so. But for combat professions it may take a while longer but you get paid for doing the missions.
Plus another factor is that the availability of grind quality materials is limited by the number of folks actively mining and selling it and it takes us time and work to obtain it. I'd really have to rely on big miners to obtain the amount of resources I'd need to get FS XP in any reasonable timeframe.
Lobaca-Scylla
Fri Sep 17, 2004 1:22 pm
#2
I agree but I am looking at a perspective of someone who has been playing the game since launch that those of us who have played that long and have taken up a crafting profession for finances. Money is not really an issue unless your frivilous with your funds. Especially if you harvest your own resources. Cost per unit is well under .5 cpu. Even when you factor it in.....finances are relative...
It costs 8.5 million credits per set of crated buff kits....it would take two crates to finish a branch of medical FS exp. Thats 17 million credits. Most of this cost i admit is because of avian and herbivore meat.....theyre just flat out a pain in the ass to get.
Now figure it takes 27million units to make the tree....it still costs you 14 millionish at .5cpu to harvest.
not figuring harvest time into either medic conversion or architect...
that still means you are able to complete your branch of FS exp at 3 times the spead of a doctor attempting to do a similar thing. Simply because our exp cap i slower and we must travel to inhabited area of the galaxy to be able to get our exp.
Now im sure other crafting professions suffer a similar dissadvantage to architects. I even believe combat professions deserve their slower rate...they acrew their conversion at 2/3 the time you do....but their cost is considerably lower.
I just dont feel the cost differential between arch and doctor is enugh to substantiate a 3:1 ratio...nor that there is anything to substatiate a 2:1 time ratio for combat vs doctor.
It should take the same time in ideal circumstances for all professions to finish a branch of exp. Meaning you take money out of the equation and only look at how long its going to take you to grind the exp. Then at least your ruler is fair...when you start tossing in all the variables....like play time...and such.
It costs 8.5 million credits per set of crated buff kits....it would take two crates to finish a branch of medical FS exp. Thats 17 million credits. Most of this cost i admit is because of avian and herbivore meat.....theyre just flat out a pain in the ass to get.
Now figure it takes 27million units to make the tree....it still costs you 14 millionish at .5cpu to harvest.
not figuring harvest time into either medic conversion or architect...
that still means you are able to complete your branch of FS exp at 3 times the spead of a doctor attempting to do a similar thing. Simply because our exp cap i slower and we must travel to inhabited area of the galaxy to be able to get our exp.
Now im sure other crafting professions suffer a similar dissadvantage to architects. I even believe combat professions deserve their slower rate...they acrew their conversion at 2/3 the time you do....but their cost is considerably lower.
I just dont feel the cost differential between arch and doctor is enugh to substantiate a 3:1 ratio...nor that there is anything to substatiate a 2:1 time ratio for combat vs doctor.
It should take the same time in ideal circumstances for all professions to finish a branch of exp. Meaning you take money out of the equation and only look at how long its going to take you to grind the exp. Then at least your ruler is fair...when you start tossing in all the variables....like play time...and such.
Pawlin
Fri Sep 17, 2004 1:36 pm
#3
Lobaca-Scylla wrote:
...Now figure it takes 27million units to make the tree....it still costs you 14 millionish at .5cpu to harvest....
Ok. I've got 2 accounts with 2 houses, 4 factories and 10 lots free for harvesters.
We're happy to get ore at 60% densities. I've got BER14 heavies. So I can mine 120k ore per day.
It would take me about 225 days to mine the ore needed to get the crafting tree.
Say I've got 1 account with 1 house 1 factory and 6 lots to put BER13's on. Then I'd only be able to mine 67k of ore per day so we're looking at 400 days.
Materials and their cost are our limiting factor. Not time.
Lobaca-Scylla
Sat Sep 18, 2004 12:29 am
#4
I am looking to find out some information from a master architect.
I am interested in finding out what your exp cap is and also how long crafting non stop it takes you to hit your cap.
I am interested in correlationg this information to what I have already found in a correlation between Medical : Combat FS conversion.
If your interested in what I am talking about visit our petition:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=68817
I am sure we will find that it relates to architects but I need the data to do the math...sooner the better. Thanks in advance!
I am interested in finding out what your exp cap is and also how long crafting non stop it takes you to hit your cap.
I am interested in correlationg this information to what I have already found in a correlation between Medical : Combat FS conversion.
If your interested in what I am talking about visit our petition:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=68817
I am sure we will find that it relates to architects but I need the data to do the math...sooner the better. Thanks in advance!
Pawlin
Sat Sep 18, 2004 12:47 am
#5
Our cap is 240k.
Gungan head statues give us 5k xp each so if you are grinding it would take 5 minutes to cap.
But it would cost you 144k of resources to get there. Whereas if you are doing combat XP you get paid for doing the missions.
Lobaca-Scylla
Sat Sep 18, 2004 12:50 am
#6
Right but theres no travel time involved you can craft sitting by the paemos. Whats your conversion ratio?
Mastodon
Sat Sep 18, 2004 7:57 am
#7
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=66202
walcyradiant
Mon Sep 20, 2004 9:12 pm
#8
Lobaca-Scylla wrote:
It costs 8.5 million credits per set of crated buff kits....it would take two crates to finish a branch of medical FS exp. Thats 17 million credits. Most of this cost i admit is because of avian and herbivore meat.....theyre just flat out a pain in the ass to get.
Have you considered doing CM for medical exp? I was a doc near launch and didn't stop until started holo-grinding back in Nov last year, and started Arch back in Feb. During the hologrind after going silent I did do CM and found it was dang easy to lvl med exp by doing area poison on lairs. Having been a doc for so long and wanting to go back some day, I figured it'd be MUCH quicker lvling doc to just get 0003 in CM first so I could use area poisons. I think after I started using area poisons it only took few minutes to reach exp cap before having to go train for skills. And area poisons could be bought/made for MUCH cheaper than buff kits. So I'd like to see conversion numbers for figuring doing CM which w/ nice buffs (since you could buff yourself being doc) and decent armor, could find a random lair near village and spam area poison. Your cost should be much lower than using buff kits as cited above and much quicker than handing out free buffs at starports could be. Just trying to provide a helpful suggestion. =)
l33thaxx0rnam3
Tue Sep 21, 2004 10:42 am
#9
No sympathy here, I'd love to have it as easy as the Docs do. Go try another forum.
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