Architect Archive

Thread: Crafting Stations a few questions

Serrin333
Fri Aug 29, 2003 3:02 pm
#1

A few questions regarding crafting stations - and thank you ahead of time for the answers.


1.I have heard rumors of stations giving 35+. Mine is 13.11, but I havent used the optional components. So ... do all 3 optional components add to the potential rating or do they have other 'features' they add? (the three components being Control Unit, Micro Sensor Suite, Droid Storage compartments)


2. Being an architect I dont experiment much - go figure. I have heard from other crafters that it is only the quality of resources in the final product that effects the final %s - so component qualities are ignored. Can anyone validate or contradict this in regards to the crafting stations?


3. what kind of ratings are possible on the stations?



Thanks


Serrin

Hatton
Fri Aug 29, 2003 9:13 pm
#2

The rating increases with optional components and those components being expiremented on , the highest i have gotten to date was 38.3475731...not bad i have heard of 40 being the highest.




Hatton Groghen
Master Architect
Naboo , Theed -5251 , 3235
For all your Housing and Installations needs.(TM)
Kissalicious
Fri Aug 29, 2003 9:49 pm
#3

You must use the optional components in order to achieve a higher rated station. The tricky part is to get a DE who you trust to make you highly experimented upon storage modules.

W/O Droid Modules, i can get 31.something with the materials I've got. I'm working with a DE now to see if I can get higher.

All optionals for the droid station depend on Overall Quality only, except for the final combine of the micro sensor (and make sure you use the optional component for the sensor as well), which depends on OQ and Con 66/33, I believe.

If you don't experiment on your components and your crafting station, you are really hurting yourself. In fact if I don't get a great or amazing success on any experimentation point on any component, I will not use it in the final combine for the station.



______________________________________
In reference to the Bio-Engineering profession:

This sounds too much like religion. Just stay - suffer - you'll get your reward...eventually...I don't know what it is will be but it will be great...and all the non-believers will suffer an eternity of screaming and gnashing of teeth. (InsomniaRado )
Topher
Fri Aug 29, 2003 11:14 pm
#4

I can say for a factthat component quality DOES effect at least one thing; Stim packs. The higher the quality of thecomponents, the higher the healing ability of the stim pack.


I imagine its the same for other items, including crafting stations. What I don't know, and would appriciate someone explaining it, is what benifit does a high quality crafting station give? Less critical failures? Higher quality successes? Better experimentation? ???

Kissalicious
Fri Aug 29, 2003 11:33 pm
#5

Topher..this is a cut and paste that i made on artisan board..please understand this is only my experience:

This is my experience..speaking from someone with a 12.54 crafting tool, and 31.something crafting station.

Quality of resources affects the inital combine and the limit to which you can experiment (for instance, if you have 900 overall quality on control unit, you will not be able to experiment the effectiveness above 90%). My experience has been that whether I'm at my good station, a crappy station, no station, etc...my initial combine is always the same unless it is a crit fail.

quality of tools and stations does not seem to affect the rate of critical failure. I do not know what crit fail rate is related too, but I do not *believe* it has to do with quality of your tools. Does not SEEM to be related to your resources either.

What quality of tools and station DO seem to affect: when i'm near my good station, unless it is a crit fail, i almost always get either a great or amazing success. No more good success, moderate success, moderate failure, etc.



______________________________________
In reference to the Bio-Engineering profession:

This sounds too much like religion. Just stay - suffer - you'll get your reward...eventually...I don't know what it is will be but it will be great...and all the non-believers will suffer an eternity of screaming and gnashing of teeth. (InsomniaRado )
Darkflinx
Sat Aug 30, 2003 1:26 am
#6

Yes, components matter very much. Use the best resources you can and experiment them to the max. If you're not a master artisan you may lack the experimentation points to hit max experimentation results.


I sold well over a hundred stations rated at 41.39 before running out of key resources. Following are the stats that I can recall...


Station; 969 conductivity copper


Micro Sensor Suites; 84%, these are very tough being 66% quality/33% conductivity based


Control Unit; 96%


Energy Distributor; 98%


GP Modules; 97%


Droid Storage Compartments; 99%


Resources used that I can recall;


969 conductivity copper


994 quality steel


919 quality polymer


968 quality inert gas


999 quality low grade ore


985 quality copper


925 quality/500something conductivity steel


986 quality/767 conductivity aluminum





Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Darkflinx
Sat Aug 30, 2003 1:33 am
#7

Also, it's worth mentioning that Micro Sensor Suites are very buggy when factory produced. They are far more annoying to me than the infamous power cores which work perfectly compared to Micro Sensor Suites. Don't do small runs of Micro Sensor Suites as it'll just cause you grief. Even doing max runs of 32 Sensor Suites at a time they're annoying as usually only 29-31 get made.


With a station taking 16 perfectly experimented combines I use factory made subcomponents and just do the final combine by hand. When the fickle resource gods are kind and I'm able to make premium stations again I'll hopefully have enough resources to make it worthwhile to have factory schematics for the stations as well.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Lilea
Sat Aug 30, 2003 5:05 am
#8


I am about to start making a batch of stations in the range of +41 +/-1 and am wondering what people think would be a fair price for these. Not many stations on my server have broken the 40 mark with even 30s being considered good, I intend to make a run of 200 and make a name for myself in this niche.


Could people post their experiences in buying/selling stations on other servers in terms of price?


I am looking at the 30k to 40k as a starting range and seeing how it goes from there. Opinions, suggestions?


Alcoy-Loite, Valcyn

Leezord
Sat Aug 30, 2003 5:17 am
#9

Why limit yourself to max runs of 32? Try this method... works like a champ.


Open the input hopper of your factory. Load up 30 of each kind of subcomponent out of their individual crates. Don't close the input hopper! Start up the factory. Every time the factory chews down the hopper a bit, load it back up again while it's still running. The only real limit here is the 1000 that you can put on your schematic.

Ropock
Sat Aug 30, 2003 1:06 pm
#10

sell em for whatever you can get I guess, others have posted selling them for 20-30k.


I would recommend you be honest with your customers in that the only documented evidence to date indicates crafting station effectiveness has no effect on crit fails and MIGHT, affect amazing and great successes while experimenting. there's even some evidence i've seen that contradicts that.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
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