Architect Archive
Thread: Crafting stations and fails?
I'll admit, I spend a lot more time at SWGCraft than here. But the buzz there is that there is a terrible disconnect between the rating of crafting stations and crit fails...people are experiencing that having a station rated +40 or so actually is worse than +5, and that all the work to make high quality stations with high ratings is so bugged it's almost a penalty to your crafting. Stands to reason that superior crafting stations ought to be great, or at least better than something rated -5.
Have the devs or anyone said anything about this? is the correspondant going to put this to the devs?
The only thing I have noticed with the 30-40+ FR crafting stations is that I almost never get a crit fail while experimenting and at the same time I never get less than great success. Last night I was experimenting on an item, had a crit fail the 2nd time I experimented, then had an amazing with the 3rd experiment and was able to pull full experimentation from it.
I haven't been over to swgcraft since it was down the other day but will stop by and see what stats people are getting but as far as increasing the crit rate, I haven't noticed that.
Combines should be determined by the tool ratings. Stations determine how well you do when experimenting. After switching to my 41+ stations, I get a boatload of good and amazing successes when experimenting.
What seems to be a problem is that with architect items I fail combines far more frequesntly then before the first big patch, while with artisan items I rarely fail combines or experiments.
GenChaos wrote:
Combines should be determined by the tool ratings. Stations determine how well you do when experimenting. After switching to my 41+ stations, I get a boatload of good and amazing successes when experimenting.
What seems to be a problem is that with architect items I fail combines far more frequesntly then before the first big patch, while with artisan items I rarely fail combines or experiments.
The main reason for this is that as a MA we only have 55 total skill mods for Structural Assembly Experimentation and Complexety. Whereas if you only completed the Engineering line of Novice Artisian you will have 60 skill mods for ArtisianAssembly and Experimentation and (assuming they stack) if you went Master Artisan you have 120 skill mods for Artisian Assembly and Experimentation. It would follow that you would fail less on artisian combines than on structual combines.
Architects and droid engineersgain 35 skill mods less than the other crafting classes which is where I see the problem being. It's quite possible that an architect crafting on a high level stationwon't see the same results as say an armorer working on a lower level station just due tothe skill mod effects.
We are the only class that has a complexity skill mod does anyone know what this skill mod is supposed to effect and do we know if it works? It could be the reason that we don't get the extra 35 for experimentation and assembly is because of the 55 in complexity. Droid engineers recieve customization points equal to architects complexity.