Architect Archive
Thread: Forgive me but, how does quality of resources play a factor...
I want to make harvesters that people want to buy. I don't want customers comeing to my vendor and turning their nose at the harvesters I have for sale.
My question is what stats do I need to look for and what parts make the differnce on extraction rate and hopper size? or is that all in Experimentation? I'm new to this so please forgive me.
Teares Naltic
Architect - Master Artisan
Radiant
For example, Crafting stations rely 100% on conductivity (except for the optional parts), but most arch stuff needs a high damage resistance and unit toughness. Check the scematics for exact specs (ie it might be that DR is 33% of the equation and UT is 66%)
The higher these factors are the better initial experimentation result you will get (up to around 29% max), at that point you can experiment it up higher.
One note though is that (and I can't confirm this yet) someone said that ONLY the harvester mechinism affects harvesting effiency so in order to build a harvester with high effiency you would have to use high end resources on the harvester mech.
Sinclare wrote:
It's really quite simple, just look at the schematic for what you want to make and it will tell you what qualities you need to look for.
For example, Crafting stations rely 100% on conductivity (except for the optional parts), but most arch stuff needs a high damage resistance and unit toughness. Check the scematics for exact specs (ie it might be that DR is 33% of the equation and UT is 66%)
The higher these factors are the better initial experimentation result you will get (up to around 29% max), at that point you can experiment it up higher.
One note though is that (and I can't confirm this yet) someone said that ONLY the harvester mechinism affects harvesting effiency so in order to build a harvester with high effiency you would have to use high end resources on the harvester mech.
I concur sinclare. The only experimentI've been able to perform on the final combine of harvesters is hopper size.
Also when the stats in the draft schematic list 66% one stat and 33% the other stat, choose the resource with the higher 66% stat as you'll get more bang for the buck.
Thank you both for your input!
Teares Naltic
Architect : Master Artisan
Radiant
Just an opinion from what little test's I've been able to run, but Sinclare's formula's seem right.
I just made 2 mediums, and with the best materials I could find, I got the Light ore up to 28% unexperimented, which turned into 36% on an amazing success (with my one little experiment point).
The end result was a medium that had a 6 extraction rate (hopper was 5% bigger than normal too, not that it matters).
If you have any other profession, where you actually have a LOT of experiment points to play with, you'll already know that if you don't use the best materials, to get that starting close to 30%, you'll never get a chance to use all of your experiment points. So even if your a Master, your experiment points can't be fully utilized, if your going to use less than optimal materials.
What I still have been unable to find out, is what the ratio on the percent actually equals the ending extraction rate. If some of you masters could post more stat's on your extraction rates, and what percent of effectiveness you managed on the harvesting mechanism, maybe we can find out how the formula works.
Vorgus on Bria