Artisan Archive
Thread: Quality Tools = Better Results?
I've made a range of crafting tools with varying percentages, but I've failed to see any difference at all in any of them. However, once when I was crafting at a public crafting station (because it was convenient at the time, although I almost always use a private one now), I got 3 "amazing" success with all the rest "greats." Normally, I only see either "greats" or the occasional "failure" when experimenting on general crafting items (Master Artisan). This can hardly be called a proven theory, since I only did it once, but that time is the only time I've noticed different result then normal, and it was with the crafting station, not the tool. Doubt this helps, but it may providea direction for exploration.
Personally, I'd like to see this straight from the mouth of a Dev -does the efficiency matter on tools, and if so, why aren't there stats listed when examined?
I won't believe it makes a difference until then.
Lekse Verlakk
GAC Corporation
Radiant Weaponsmith
I think it *should* make a difference but based on my testing it doesn't make a difference. I agree we need a dev to chime in on this. Materials and experimentation make big differences, why not the quality of the tool? *If* the devs meant for it to make a difference it is bugged right now, and *If* it eventually does make a difference we need the quality to show up when the tool is examined (such as on the bazaar). This could create a market for top quality tools charging much more than the average fora GCT, etc...
Oh and to answer the question on how to get a tool to 95%, I think tools care about conductivity and decay resistance? Can't quite remember. I've been using some choice copper which has a conductivity rating of like 970.
At the Master Artisan level, you will not see any difference between an experimented 90+% Effectiveness crafting tool, and a non-experimented, <10% Effectiveness tool. Your Artisan Assembly and Artisan Experimentation skills are so high, that you're no longer being judged by your skill, you're simply a slave to the random number generators which drive these processes.
As a Novice Weaponsmith, I crafted myself a set of Weapon kits, with no experimentation. I ground up to Advanced Melee using those kits, and started to craft Vibro Knucklers. My Weaponcrafting Assemby and Experimentation were very low, since I had not trained Techniques yet, so I kept getting constant normal successes, moderate failures, or moderate successes, with the odd good or great success. However, it dawned on me that I could *try* and make better Weapon kits, as there was really little else I could do to try and help myself out, other than raise Techniques.
Anyhow, I crafted up 4 Weapons kits at 90+% Experimentation and started mass-producing Vibro Knucklers. The steadiness of Moderate Successes, and the huge increase in Good and Great successes were phenomenal and very, very noticeable. At that point in time, I did keep a record of min/max damage, and attack speed, and calculated it out as Damage per second, and using the newer, experimented kits, my DPS went up a good 1 to 2 points on average.
I don't have the data to put up here, but beleive me, when you get into your real professions, you'll see a nice difference between using regular kits, and 90+% effectiveness kits.
That would make sense seeing as the basic artisan skills (even up to master) are mainly a foundational skill that branches into a pointed/focused skill (weapon-armoursmith etc.)
as a side note - I've noticed on my galaxy - not too many people are selling the higher grade carbines, though I see tons of pistols and rifles