Architect Archive
Thread: what to look for?
An example is I found some Wheat that has
Decay Resist 560
Flavor 96
Potential energy 890
Overall quality 916
I suspect that this is bad for chefs, but will other classes jump on this?
Manina wrote:
How do I tell if a certain resource is good for a certain craft? What stats are good for chef, bartender, architech, smith, Doc? The reason I ask is so that when I find a resource that has 3 good stats a one poor one, I can decide if it's worth harvesting for a specific class or if it only good for skill grinding.
An example is I found some Wheat that has
Decay Resist 560
Flavor 96
Potential energy 890
Overall quality 916
I suspect that this is bad for chefs, but will other classes jump on this?
Manina wrote:
How do I tell if a certain resource is good for a certain craft? What stats are good for chef, bartender, architech, smith, Doc? The reason I ask is so that when I find a resource that has 3 good stats a one poor one, I can decide if it's worth harvesting for a specific class or if it only good for skill grinding.
An example is I found some Wheat that has
Decay Resist 560
Flavor 96
Potential energy 890
Overall quality 916
I suspect that this is bad for chefs, but will other classes jump on this?
This Wheat is a good one for medical crafting, which for organics is 66% OQ, 33% PE. A Chef can make Dough (a food component) out of any wheat at all (stats don't matter), but for other cooking... With these stats, the food will have good-to-excellent power, good quantity, moderate filling, but poor duration.
In general, medical crafting wants organics of high OQ and PE, and high DR for buff packs. For inorganics, it is high OQ and UT (DR for gas).
For architects, stats don't matter for buildings and furniture. For harvesters, probably high HR SR and UT (and MA is nice). I don't know about crafting stations and factories, but high OQ and/or CD is a good bet.
For chefs and bartenders, PE is probably most important, but OQ FL and DR are right up there. OQ is always a secondary stat, only valued at 25% to 40%, but it seems to be the secondary in almost everything.
For the various smith classes... I'm not sure you can generalize about their needs. They need lots of specific materials, many of which have minimum and maximum values; one of these "gated" materials might seem to be objectively mediocre, yet a very good material of its type. In general, high OQ SR UT is never a bad thing, though some schematics may not care about them.
I just got architect and i noticed my question aint in the faq
I got a whole bunch of +950 Overall quality resources to make harvesters and such but now i noticed that just the OQ ain't what makes the high quality crafts, which resource stats should i really look for? and are there any types of items where the resource quality doesnt matter for architect?
Thanks
Q-5.8: How do I make a good BER 13 heavy / BER 10 medium harvester?
A-5.8: For a full guide on this topic see the following thread which is in development:
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=45954
Here is the short answer:
You have to use good materials for the main mining part and during the final combine. The materials for walls, storage modules or generator turbines do not matter. Ore mining units, Light ore mining units, Turbo fluidic drilling pump unit, fluidic drilling pump unit, Heavy harvesting mechanism, harvesting mechanism are the mining units. The materials should have high Heat resist, Shock resist and Unit toughness. The formula is HR + SR + UT + UT. That number should be as close to 4000 as possible. The mining unit should be highly experimented and in the 90's. The medium level units should say BER 4 on the schematic and the heavies should be BER 6. Whenever the schematics call for a chemical, you can use lube oil which does not have the stats and therefore that stat is not counted in formula.
If you are interested in increasing storage hopper size then Malleability of the materials is 33% and Unit Toughness is 66%. So finding good HR + SR + UT that also has decent MA will give both high BER and high Hooper sizes. However be aware that experimenting the hopper size can result in a failure that will possibly also reduce BER ratings.
i assume it doesnt matter for furniture ?
Message Edited by Stena on 06-11-2005 04:00 PM