Armorsmith Archive

Thread: Question about Resources

Reso_McCloud
Sun Oct 12, 2003 10:37 pm
#14

Actually you also want the advanced componets lists to add to this:


Lok wild wheat


Tat fiberplast


Dantooine berries


Talus water


Liquid petro fuel 4


Dolovite iron


Domestic oats


Herbavoire meat


That is your basic shopping list. From there you try to get the best overall quality and then unit toughness and or potiental energy.

MistakenIdent
Wed Dec 31, 2003 10:19 am
#15

Go to www.swgcraft.com and check the stats on the various planets. This will answer your question.
sciguyCO
Wed Dec 31, 2003 2:55 pm
#16

Mineral, gas, and some chemicals are identical across the galaxies, as long as they have the same name. These types show up on several planets during a given resource shift. Blarthic Link Steel Aluminum from Naboo will be the same as Blarthic Link Steel Aluminum from Rori, but different from Thringle Link Steel Aluminum from a previous shift (or the current, sometimes a shift overlaps on a few resources, so you can have two harvestable Link Steel Aluminums).


Solar, wind, water, flora, meat, hide, bone and fiberplast are planet specific. So you have "Nabooian Domesticated Rice" and "Rori Domesticated Rice" which will have different names and different stats.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
RasalTheWise
Thu May 20, 2004 1:03 pm
#17

Specifically, the OQ on the chemicals will produce a high HAM on the final droid product...all other stats don't matter.

The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...




Rasal's Ye Ol' Droid Shoppe

00000000000
00
0000000000
0
000000000000
00
000_0000000 Purveyor of fine and sophisticated droids and other Artisan needs.
0000/0\000000 Come see my shop in beautiful South Coronet!
000000000000 Shop Location: -140, -5500
00000000000
000000000

Pallida
Thu May 20, 2004 1:29 pm
#18






RasalTheWise wrote:
Specifically, the OQ on the chemicals will produce a high HAM on the final droid product...all other stats don't matter.

The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...






*sigh*


Here we go again.... As I have stated before, there is absolutely no proof, with one notable exception (a developer's statement of effect regarding droid-mounted crafting stations), that resource quality and experimentation have absolutely no effect on any/allmodules and subcomponents that are used in construction of a droid.


We have "conclusions" that players have drawn from tests... However, conclusions are not "proof" unless no other means of determining "proof" exists. Statements such as that in the above quoted post are misleading and imply that the poster does indeed have "proof" of effect.. proof thatavailable only via a developer statement of effect.



sssssssssssSSS(:-<






- Account: Master TKA (cancelled)
- Account: Master Doctor (cancelled)
- Account: Smuggler (cancelled)
- Account: Master Chef (cancelled)
- Account: Master Droid Engineer (activity suspended pending developments)
Total loss of annual revenue (SOE): ~$715US to ~$900US
- Bad press: Priceless
Should Sony and Lucas Arts be worried? (15000 users * 5 accts = ~$13MIL in potential lost gross annual revenue) If I were the CEO for either LA or SOE, I would certainly be worried.
Noobiwankanoobi
Thu May 20, 2004 1:36 pm
#19

That's what I am doing

MDE Martisan some merchant and Shipwright when it comes out.





HAWT Droids Kaadara, Naboo 4980,6083
GnomeAd
Thu May 20, 2004 1:38 pm
#20

*Sigh*


Here we go again. Any effect that this has is currently undetectable. Any effect that is undetectable is worthless. Maybe we should just settle this for once and for all. I agree that experementation has an effect on every item crafted in the game. It isjust is such a slight difference that it has no effect on the end product. Can we all at least agree that this might be true?


psikobunny
Thu May 20, 2004 2:45 pm
#21






Pallida wrote:





RasalTheWise wrote:
Specifically, the OQ on the chemicals will produce a high HAM on the final droid product...all other stats don't matter.

The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...






*sigh*


Here we go again.... As I have stated before, there is absolutely no proof, with one notable exception (a developer's statement of effect regarding droid-mounted crafting stations), that resource quality and experimentation have absolutely no effect on any/allmodules and subcomponents that are used in construction of a droid.





Sorry Pallida, I know this is your favorite dead horse to whip, but I don't see where Rasal makes any of those conclusions. The first part is talking about chemicals used in the final build and how OQ is the only stat that effects HAM. That is indisputably correct. The second part he mentions a partial list of modules that have verifiable effects when experimented on. Also correct, if incomplete. At no point in his post does he even discuss items of dubious experimentation value, and you should not jump on him for doing it. He's talking about hard quantifiable effects, which iirc from reading your past arguments is something you like.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Capt_Moroni
Thu May 20, 2004 3:43 pm
#22

To answer your question, just get stuff with High OQ and High Conductivity. That's basically the only stats that are important.



Filoviridae Infortunus
Droids N'Things
3468 -5908 Fayth, Corellia
Droids N'Things II
-674, 364 New Coventry, Corellia
CaptainStormy
Thu May 20, 2004 4:21 pm
#23

thanks guys. lol, luckly i have a good stockpile of resources already, so i have alot of what i need. got a list of the needed resources from swgcraft






-= Oriz =-
Force Hunter & Smuggler Alliance Ace
"Its not about honor, its about Jagannath points and credits."

Drop Off Vendor: -321 -5499 Scaviah's Homes and Furnishings
Ackdel
Thu May 20, 2004 7:16 pm
#24






Pallida wrote:





RasalTheWise wrote:
Specifically, the OQ on the chemicals will produce a high HAM on the final droid product...all other stats don't matter.

The items where the resource stats matter are the repair and reconstruction kits, the demo module, the auto-droid repair module, the survey droid, the harvesting module, and probably a couple more that I can't remember off the top of my head...






*sigh*


Here we go again.... As I have stated before, there is absolutely no proof, with one notable exception (a developer's statement of effect regarding droid-mounted crafting stations), that resource quality and experimentation have absolutely no effect on any/allmodules and subcomponents that are used in construction of a droid.


We have "conclusions" that players have drawn from tests... However, conclusions are not "proof" unless no other means of determining "proof" exists. Statements such as that in the above quoted post are misleading and imply that the poster does indeed have "proof" of effect.. proof thatavailable only via a developer statement of effect.



sssssssssssSSS(:-<










If I'm walking down the street and a bird craps on my head, I might not have proof that a bird did that, but I sure do have a strong suspicion.


Further, in computer software, running test after test and examining the results IS how you determine how something is working. You can look at the code until you're blue in the face, but if you miss an = that should be an ==, it's much easier to find it through testing and drawing conclusions than it is by looking through a kajillion lines of code.


The proof is in the puddin', as they say. I think you put too much stock in what the community relations guy THINKS is going on in the game, as opposed to the reality. Did you miss his Friday Feature a ways back where he made a guide about how SEAs worked? A guide that was so far off of the reality it was laughable? I personally think the experts at playing each class are more in tune with how the game works than the employees of SOE and Lucasarts are. I even think SOE recognizes this and that's why they value class correspondents.





Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
CaptainStormy
Fri May 21, 2004 12:41 am
#25

I looked thru the stick threads up top, but didnt find the answer im looking for. Im about to pick up an alt and go DE/master artisan/ some merchant / and when available master shipwright


what i was wondering, i know for almost all proffesions resource quaility matters, but for a few it dosnt, I would assume quality matters for DE, is that correct? only reason i ask is that im going to start to stockpile some resources for DE now wihle im still grinding it.






-= Oriz =-
Force Hunter & Smuggler Alliance Ace
"Its not about honor, its about Jagannath points and credits."

Drop Off Vendor: -321 -5499 Scaviah's Homes and Furnishings
Asteroids
Fri May 21, 2004 12:51 am
#26

Its abit of both really, alot of the subcomponents it doesn't matter, but for the final combine and some of the modules it does.


For example you'll want to use the best chemical you can find for the final combine for maximum HAM, and some of the modules ratings depend on the resource quality like combat modules, auto-repair modules and creature harvest modules. Generally you'll need good OQ/Conductivity.


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