Architect Archive

Thread: Does quality of ore or steel matter for an architech?

Leahmister
Wed Sep 17, 2003 2:10 pm
#1



Gayle-Retired Master Architect | Master Artisan | Master Merchant-Full Time Bum
DarkSide Adepts (RP Guild) Valley of Darkness City on Dantooine

Philomorph
Wed Sep 17, 2003 2:17 pm
#2

UNit toughness




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Acruz
Wed Sep 17, 2003 2:17 pm
#3

Arguable. Some say that higher unit toughness or OQ or some other quality reduces your chance of crit failures. Personally, I don't buy that from my experience, and all ore/steel is the same to me.
Leahmister
Wed Sep 17, 2003 2:25 pm
#4

thats what i've been experiencing, someone tried to tell me different earlier when i was buying ore in town, maybe they were just trying to make a sale. dunno.






Gayle-Retired Master Architect | Master Artisan | Master Merchant-Full Time Bum
DarkSide Adepts (RP Guild) Valley of Darkness City on Dantooine

SummerDream
Wed Sep 17, 2003 2:46 pm
#5

only items where i saw quality matters anything are personal crafting station .. and even there, it's conductivity so more copper than else.


Never saw any difference at all, nor in criticals nor in final products, by using high quality ore.. don't even look at it any longer now, only thing that matters is the % where i put the harvesters :/






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NarfleTheGarthog
Wed Sep 17, 2003 3:44 pm
#6

I think it's people thinking ahead of the patch because it's supposed to make a difference. Kind of like how everyone is running around past thier insurance expiration with no insurance. When it gets patched there is going to be a nice buisness escorting people on corpse runs. The other thing is that the amount of XP gained from an assemble is supposed to be tied to the complexity of the item. Each time you experiment sucessfully the complexity goes up by 1 and should therefore give better XP for the assemble. This doesn't seem to be happening (yet) but the max experimentation IS tied to the stats of the ores used. For other crafted items I see a big improvement with quality like in generators. I am getting +86% efficency +40% storage from Higher Qual resources. I can only assume this carries over to medium and large harvs, but I just started the architect tree. Toughness should result in a lower rate of credits/tick for maintenence on buildings.



Why not:
Get rid of professions altogether.
Move all the items, titles, and skills from the profession window to the expertise windows for each professionn.
Add a cap on Expertise points used per tree.
Increase Expertise points gained by 50% to 75%.
Give all characters access to all expertise lines.
Then CH/BE Wont suck when they are added in.
.

Geneticus - Jedi Retard
Scortch
Wed Sep 17, 2003 3:44 pm
#7

Honestly, No, it doesn't matter.


EVERY piece we make has the SAME final stats.


Stats of resources simply do NOT make a difference for Architects.


NarfleTheGarthog
Wed Sep 17, 2003 5:18 pm
#8

Like I said people are looking ahead. Currently they are pointless but that is now. The future is clouded by the darkside.



Why not:
Get rid of professions altogether.
Move all the items, titles, and skills from the profession window to the expertise windows for each professionn.
Add a cap on Expertise points used per tree.
Increase Expertise points gained by 50% to 75%.
Give all characters access to all expertise lines.
Then CH/BE Wont suck when they are added in.
.

Geneticus - Jedi Retard
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