Architect Archive

Thread: Ore What stats are important for architect

MovieMania007
Sat Jul 17, 2004 5:30 pm
#1

Ijust harvested a lot ofCarbonate Ore and a buddy of mine is thinking about becoming an architect. Was gonna give it to him but wanted to make sure it wasn't grinding material.


TY in adv.



simply ikoo
shaunly
Sat Jul 17, 2004 5:52 pm
#2

If you're going to use it in houses or house sub-components or furniture ... none. If you're gonna use it in harvestors then unit toughness (UT) followed by shock resistance (SR) and heat resistance (HR).


Hope that helps! Architect is a lucky profession from the perspective that very few of our schematics actually require us to utilize quality resources. Candles, Lamps, Street-lamps, and harvs (incl sub-components) are about it.



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shaunly
Sat Jul 17, 2004 5:59 pm
#3

Oh yeah, forgot to mention that if your buddy actually wants to grind achitect then ore and gemstone are the best b/c he'll want to grind gungan head statues as soon as he can ... they take either 2000 ore and 1000 gemstone or vice versa and yield the most XP the quickest.



~~| Kedi Miri |~~
[OK] Industries -1355, -4140 Nabubu, Naboo
Wanderhome Server
Master Architect | Teras Kasi Master
Hiwrac
Sat Jul 17, 2004 6:36 pm
#4

For the most part the most important stat is the numebr of units in the box . Us architects can consume a very large amount of ore very quickly. For nearly everything the stats do not matter and whatever you have will be just fine.
icebergtamer
Mon Jul 19, 2004 1:59 pm
#5

hey i have a related question, which has probably been answered before but i've gotten varied answers from other master architects when i've asked them.


is it true that the stats of resources used on some of the parts of harvesters (like the walls) do not affect the outcome of the base extraction rate? i think one guy who said "no" to this question said that subcompontents like structure modules and walls, storage modules, power generators, and i think something else can be made by resources with any stats. only the final combine and whichever mining unit is used (dependent on harvester type) rely on the stats of their resources.


another guy who said "yes" used the arguement "why would you be able to experiment structure modules and walls if they didn't matter in the overall outcome?"


i'd appreciate a correct answer from my fellow architects here, as this can influence a lot of things (like acquiring bulk ore and not worrying about the quality except for the ore being used in the components where stats matter).



-------------------------
Timberland
Starsider
ZenDragonMLS
Mon Jul 19, 2004 2:11 pm
#6






icebergtamer wrote:


another guy who said "yes" used the arguement "why would you be able to experiment structure modules and walls if they didn't matter in the overall outcome?"





Interesting comment but that presumes that everything is rational and logical in the game - even though we know of many things that are borked up.


In any case, the guy that told you that was dead wrong.


For structures (houses, guild halls, cantinas, etc) quality of the resources and quality of the components NEVER matters.


For harvesters, the quality of the resources used in the *final* assembly matters a lot. The quality of the resources used in the "mining component" matter a lot, as well as the final experimented quality that you end up with for those components. ("mining components" are ore mining units, fluidic drilling pump units, etc - the "working part" of a harvester).


This is discussed in some detail in the FAQ, and there is a thread here about building BER10 and BER13 harvesters that has ALL of the gritty details for you.




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antares_Kauri
Mon Jul 19, 2004 2:50 pm
#7



icebergtamer wrote:
another guy who said "yes" used the arguement "why would you be able to experiment structure modules and walls if they didn't matter in the overall outcome?"



A better question for him to ask would have been: What stat does experimentation affect? Walls have no stat of any kind and on houses, experimenting on durability never changes anything, the maintenance rate is set in stone. Same goes for anything without a final stat, like generator turbines for example.

antares
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MovieMania007
Tue Jul 20, 2004 10:30 am
#8

Thanks for the clarification. I learned more than I expected here

I'll pass it on.



simply ikoo
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