Architect Archive
Thread: Crafting Station Ratings?
I know the rating affects crits...but how does the scale work?
i know +41 is the best. I made a station with experimenting and it was a great success. It had all optional add ons with good experimentation.
The outcome was -13. What does -13 mean? Crappy? Very confusing.
You really wanna be on the positive side of things.
I have been making stations with all the optional componants maxed up to to 96%'s and I'm getting in the 28 - 30 range.
I've not seen any higher, and I'm using stuff in the 900's for the qualities that matter.
You also want to make sure your crafting tools are in the positive range too.
I see everyone complaining about super failure rates. I get maybe one failure out of every 30 or so combines (maybe) and my station is 28 and my crafting tool is 14.
I'm even a Bothan. We don't get bonuses for crafting. =P
That's a good question. I've been using materials that have 900s in OQ and 600+ in Decay Resistance, which seems to be the two qualities when crafting a station. I've experimented up to over 75%, but yet, the final product goes from -30%ish up to 2% or so at the best.
How does this work? I get great results and amazing results experimented up to near 80% and my final station is still only 2%? Is that right?
I can't remember off hand what the subcomponants require.
If you get a chance to experiment on "Effectiveness" you want to dump all your points into that. That effects the End Result products effectivness.
You also want to make sure that your end station uses materials with high conductivity. On Flurry, recently, we've been blessed with a strain of excellent copper that had 998 Conductivity on it.
That also GREATLY effects the Stations Max. Effectivness.
My station, that's got a rating of 28 on it, is at 96% Effeciency Experimentation.
I noticed that the number drops greatly as you get below 90%. 80%'s seem to be flowing in the 10 - 19 range and 70% float in the 0 - 10 range ...
Anything below that is probably going to be a negative. So I'd recommend trying again if you can't get above 80 on your Experimenting.
Hoppkins, you know it affects crits?
Can you get me the test results showing that? I've been looking for some documentation on this for a while and have yet to see it.
I'd love to get some evidence of this one way or the other so we can be honest with our customers on the effects.
Thanks!
I aggree that offical word on crafting stations and tools is required. However, do not blame people for a bug in the game. Blame SOE, they are at fault for any short comings when it comes to tools. The in game players are just that, players. We can make station X with rating Y. It is up to SOE's game developers to make that number mean something and communicate with us exactly how these things help. My guess it that it is currently bugged and either does nothing or makes things worse. I do not believe it makes things better after spending a lot of time working on tools and stations. I've only seen my crit failure rate go up. Course my tools were fairly good before, so I am only taking a modest jump. There may have been some internal adjustment made to the failure rates to slow down the economy. I honestly do not know and neither does anyone else.
The current verdict is no one knows if materials, tools or stations play any role in crit failure rates. The quality of the material does play a role in starting and ending experimentation, but what factors outside random chance play in experimenting up to the full protential, no one knows. The tools should play a role in these factors and that is all we do know. If it is bugged, it would be no one's fault but SOE.
All subcomponents EXCEPT the FINAL combine of the microsensor suite depend SOLEY on overall quality (this includes the droid storage modules). The final combine of the microsensors depend 66% on quality, 33% Conductivity.
The station itself is only Conductivity.
Meplorium, not sure if you were replying to me completely. I don't intend to blame players for bugs if thats what you are saying?
I really was asking if he had some tests showing some kind of definitive results. A lot of people are spending a lot of time and/or a lot of credits to sell or purchase a machine that we have no answers on. I agree with everything you posted 100% on your post and its certainly not my intention to put anyone down or flame them for posts like this. I'm just hoping that one day we get some answers. /sigh
Evilgrim wrote:
That's a good question. I've been using materials that have 900s in OQ and 600+ in Decay Resistance, which seems to be the two qualities when crafting a station. I've experimented up to over 75%, but yet, the final product goes from -30%ish up to 2% or so at the best.
How does this work? I get great results and amazing results experimented up to near 80% and my final station is still only 2%? Is that right?
For the crafting station itself, the only factor that matters is the conductivity. I'm not sure about the optional subcomponents. With conductivity 951 copper, I can get a station in the +10-15 range pretty easily without any optional parts. I think with 998 conductivity I got up to 14.9 range for just a base station and no options.
The highest Function Rating I've managed to build so far was 40.8. I'm not sure where the info that 41.0 is the highest you can build, but I definately have room for MANY improvements in my Crafting Stations. The 40.8 consisted of the following components:
4 94% Control Units, 2 96% Electronic GP Modules, 2 96% Energy Distributers, 2 84% Micro Sensor Suites, 5 99% Droid Storage Compartments, final assembly was at 96%.
If I could get a Copper with 950+ Conductivity AND Overall Quality, I could break the current 84% barrier I keep running into on Naritus and probably pump out Crafting Stations around 46.0. The other components being brought up to 99% will help things greatly as well.
And here I was excited to get my Crafting stations at 6, 7, and 8 range
Anyone had a bug with the input hoppers? I crafted a station with the droid storage stuff and the input hopper doesn't work, and one that I did without those Optionaly things Works fine.
Anyone? Anyone? Beuler?
To be honest, we are players, it isnt our job to do testing, it is the developers job to communicate the workings of their game. As for tests done by players, there have been a lot of posts out there. Some better than others, none are good enough to make anyone happy and certain. More player testing is a waste of time since the results never match up and not one really believes it anyway.
Crafting seems to be more of an art and religion than a science.