Architect Archive

Thread: 49% light ore == 6/hr

Betatoxin
Sat Oct 11, 2003 1:24 am
#1

I have done a couple of experiments on medium minerals. I used mediums cause they are relatively cheap compared to heavies. I am assuming that the same will hold for the larger extractors.

I experimented up 3 light ore units. One was 37%, one 49%, the other 57%.

I then made 3 medium extractors.

The result was

37% = 6/hr
49% = 6/hr
57% = 7/hr

So my question is has anyone got 7/hr from a light ore that is closer to 50. I am speculating that 50% is the break point, but then again 55% might be.

So please post if you have gotten a medium at 7/hr based on say a 52% light ore unit.

Also any info about heavies I am sure would be greatly appreciated.

Thanks
Darkflinx
Sat Oct 11, 2003 4:53 pm
#2

82-92% on light ore mining units will yield 8kg/hr for mediums.


91% on ore mining units yields 11kg/hr heavies and 17kg/hr fusions.


82-83% fluid pumps and harvesting mechanisms have yielded 11kg/hr heavy chem and flora so far.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Lenaa
Sat Oct 11, 2003 4:57 pm
#3

May I ask if you remember what quality metal and chem/gas you were using to get the various percentages? I'm curious how "good" good has to be, in other words.


Thanks

CandaVespin
Sat Oct 11, 2003 5:00 pm
#4

How'd you get to 90%? DO you have a mod tape? I can't get above 65%. Perfect experimentation and 950+ UT resources.



Danvar Wookiee Master Architect
Rat Whackers Industries, Theed, Coronet & Tsarin
Chilastra
http://www.ratwhackers.net
Darkflinx
Sat Oct 11, 2003 5:14 pm
#5

I have a +25 structure experiment/+22 2handed weapon speed tape in my gloves. I have eight experiment points.


Using resources in the 920-940 range I can hit 91-92% with an amazing experiment result. On great successes I'm limited to about 81-83% using those resources. To be more precise on my 91% ore mining unit schematic I used 520 units of 928 unit toughness steel which should give a max experimental value of 92% if you had enough points. I can only hit 91% with eight points and an amazing resultso it's not quite enough to hit the max.


It appears you need nine experiment points to fully hit the max potential experimental results on an amazing success when using very high quality resources. Architects will probably need ten experiment points hit the max results with a mere great success.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
CmdrLaForge
Sat Oct 11, 2003 5:31 pm
#6

So its unit toughness that matters for us? I have been doing this for months now and Could not figure out which one it was that gave the least crit failures and the best result. Thanks.



------------------------

Sig Pending...

Psynth
Sat Oct 11, 2003 5:38 pm
#7

experimentation always goes by what it says for that item in your datapad for the schematic. Some things need UT and Decay values. Some things for us need UT and OQ, it just depends on the item.
Vorgus
Sat Oct 11, 2003 6:41 pm
#8

Now this is real info.


I can add that 36% on a light ore is also a 6 extraction.


Vorgus on Bria

Darkflinx
Sat Oct 11, 2003 7:48 pm
#9

I'm starting to think that harvester extraction might follow the following rules...


0% experimental result (crit fail) = base extraction


1-25% experimental = +1 extraction


26-50% experimental = +2 extraction


51-75% experimental = +3 extraction


76-100% experimental = +4 extraction




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Seneardon
Sun Oct 12, 2003 2:29 am
#10

So is there any way for a master architect without skill tapes to get say 11 0r 12 max rate on a heavy...Ive been playing with resources and found that if i try a few times will steel in the 800 or evenmid 700 range ut, oq in 800 range i can hit 10 no problem...have yet to hit 11 no matter what my resource quality.


Am i correct in that the only componet that affects the mining rate is the mining units? If so can someone on flurry sell me the parts that will let me hit 12 max mining rate? Have my partners and my harvesters to finish upgrading lol.

Darkflinx
Sun Oct 12, 2003 3:00 am
#11

If you have a critical fail on an experiment you can often end up with 0% experimented result. I suspect this would give a base extraction bonus of +0 while even a 1% result very likely gives +1 extraction.



Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Darkflinx
Sun Oct 12, 2003 3:47 am
#12

Used some lesser quality resources to see if I could drop right down to 74-76% to see if I can still hit 8kg/hr for mediums. I got a 78% result which resulted in a 8kg/hr medium. So the 78-92% range at least gives +4 extraction and I suspect anything 76-100% gives +4. When I wake up tomorrow I'll try making a 70-74% mining unit to see if those are +4 extraction bonus as well though I suspect they'd be +3. Getting these numbers would at least tell people how close they are and how many more experiment points and skill tape mods they need to hit +4 extraction bonus.


I'll check again tomorrow but I think with good resources I can hit the low 80's with 7 experiment points on an amazing success and the 70's with a great result. If 7 experiment points are the minimum needed to get +4 extraction it would mean architects need skill mod tapes totalling at least +15 to bring them to +70 and have 7 experiment points.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
LasloCorellis
Sun Oct 12, 2003 5:47 am
#13

I repeat again: How are y'all getting more than one experimentation point? I have Construction 3, and one point is all I get. This bites.



Laslo Corellis
Master Architect
Novice Smuggler
Twin Suns Alliance (TSA)
Tempest
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