Architect Archive
Thread: Whoa, BER of 6 on a medium harvester? HELP!
Hey folks,
Okay, so I jump back on SWG after a couple months away and now I find we have to deal with overall quality and base extraction rates on extractors...so, question....how in the world do I get an extraction rate better than 6? I experimented and experimented, and nothing. Does skill enhancers work? If so, where can I get them? How does ingredient quality figure into all of this? If someone could explain it tyo me in English, I'd appreciate it. I'm all confused (I know...I'm a bit slow.) Thank you
Erasmus Nelson
Master Arch - Gorath
Extration rate in harvesters is currently only based on one sub-component. For medium mineral harvesters that one component is the light ore unit. Use the best resources you have and experiment as much as you can to get a good schematic for some light ore units then make a bunch in your factory.
I think mine are experimented up to about 53% and that gives me a rate 7 harvester. You can use low quality resources on the rest of the harvester, it only effects the hopper size. (as far as I can tell)
This may all change in the next patch.
Its basically the extraction unit for any given harvester, so the Light ore mining unit for the medium mineral, ore mining unit for the heavy harvester and fusion, and fluidic drilling pump for pretty much everything else. The bonus chart for experimented efficiency looks like this:
01-25% +1 to base
26-50% +2 to base
51-75% +3 to base
76%+ +4 to base
Only a master with a skill tape or 2 can get to 76% currently.
But yes, this is all about to change again in the next patch, including what affects efficiency, and what this new "so-called" efficiency is going to cost us in terms of maintenance. Reports so far have been that a heavy harv with full experimentation will cost you 450c/h to run.
DeejZozzle wrote:
So do you think they will nerf ore mining units already created and experimented but not used yet ? I mean the unit already has an experimented percentage that reflects on extraction rate in the actual harvestor - unless they actuallyrequire the percentages to be higher for the same rate you get now,OR include an addtional component that counts towards experimentation we should be OK with existing Ore units ? Just requiring an additional resource to experiment the ore mining unit (would have to be inert gas) should not affect esixting units. Right ? Anyone ? Anyone ? Bueller ? Bueller ?
Bah, the developers are on the ball with this code, Deej. Trust them. They wouldn't nerf something that we've all put so much work into. They wouldn't be that cruel.There's no need to worry. Really. I mean it. I. . .really. . .mea-. . . Excuse me.
/run outside
BWAHAHAHAHAHAHAHAHAHAHAH!.......................BWAHAHAHAHAHAHAHAHAHAHAHAHA!. . . .<gasp>. . .
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.
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BWAHAHAHAHAHAHAHAHAA!
Ahem. Like I said, trust them. They know what they're doing. They're on the ball.
"Ahem. Like I said, trust them. They know what they're doing. They're on the ball."
I lost 12 medium miners after the first patch with xp. All nerfed to baseline.........
RobertTamburo wrote:
I lost 12 medium miners after the first patch with xp. All nerfed to baseline.........
I suppose even blatant sarcasm is lost on some. C'est la vie.
FS (hmm, sig nickname won't help you open your slot, guy) - some folks till buy it as non-sarcasm.
Me, I'll believe they haven't messed up when I see it in-game and working.
!(@$(*&$*! (oh, that was just me talking in Guildchat when it was Borked again - 14 months and it still doesn't work right?)
I for one think that it is hard enough already to mine ore in sufficient quantity to keep up with the demand and get a decent price.
and of course it is us architect that will get penalized the most with increased maintenance because we need to run so many harversters 24/7 on ore
I sure hope maintenance cost stay the same