Artisan Archive

Thread: can someone explain resource qualities and if they matter

HARP00N
Tue Aug 19, 2003 1:26 pm
#1

I'm trying to make stimpack Bs but the more I look into it the more complicated it seems.


A stimpack B requires 3 components, a biological effect controller, a chemical release duration mechanism and a liquid suspension. It also requires 12 organics and 12 inogranics for the actaul stimpack itself.


The stimpack has two categories, and I assume this is to do with the 12 organics and 12 Inogranics


Experimental Charges


Charges


Overall Quality - 66%


Unit Toughness - 33%


Experimental Effectiveness


Power


Overall Quality - 66%


Potential Energy - 33%


---


Now, what do these attributes apply to exactly? Is it only to do with experimentation, meaning if you use resources with high Potential Energy, Unit Toughness, etc... you will be able to experiment on the item better? Or does it apply to just making the item without experimenting next to astation? So if you use resources with good stats the item will turn our better without you experimenting?


Also, no resources have all of these attributes. Inorganics don't have Potential Energy. Only some times of Organics have Unit Toughness, namely Bone and Hide, but they don't have Potential Energy, which only food-based organics like Wheat, Fruit, etc.. have. The only attribute that all these resources share is Overall Quality, but does this mean that because the 12 organics you used were Tatooinian Wheat or whatever which has good potential Energy and Overall Quality but no Unit Toughness, the item won't be so good? Or that the 12 Inorganics you used have no Potential Energy?


The Stimpack also has 3 components which have their own attributes. The Liquid suspension component for example requires 6 units of water and organics, and has the following attributes:


Experimental Effectiveness


Power


Overall Quality - 66%


Potential Energy - 33%


This is the same as themain stimpack attributes, but it doesn't have anything about Charges. Again, do these only effect how well you can experiment on the component, or just generally how good you can make it without experimenting? Since the component by itself is useless, if you use good resources (even tho water has no potential energy) and make a good Liquid Suspension component, will it increase the effectiveness (or how much it heals) of the finished stimpack? The Chemical Release Duration Mechanism also has the same Experimental Effectiveness category, while the Biological Effect Controller also has the Experimental Charges category.


So even tho I'm not sure about whether the "Experimental" Categories have to do with your ability to experiment or if it's broader than that, how much of a difference will it make? If I use really high quality materials with high unit toughnesswill it increase my stimpack's charges by like 3 or so? Would it be worth it rather than just making another stimpack? And with higher level crafting where you're making high level weapons and armour, does anyone even pay attention to the resources attributes? Or do they just concentrate on making sure they fill the very specific requirements (ie: 25 units of Ditanium Ore, 10 units of Kelsh Copper, etc..) which are extensive enough without worrrying about the individual attributes of the resources you're using?


Especially since the resources can get mixed around in a week and all the attribute numbers are completely different..

Happymob
Tue Aug 19, 2003 2:31 pm
#2




Now, what do these attributes apply to exactly?



Charges = number of uses


Effectiveness = base healing level of Stim or Woundpack





Is it only to do with experimentation, meaning if you use resources with high Potential Energy, Unit Toughness, etc... you will be able to experiment on the item better? Or does it apply to just making the item without experimenting next to astation? So if you use resources with good stats the item will turn our better without you experimenting?



The higher numbers mean two things - first, it affects the base, unexperimented amount. So, you could end up with a +20% Effectiveness with good ingredients vs. a +5% Effectiveness Stim with poor ingredients. So you might see a 15% difference in healing power without experimentation.


The numbers also affect the max you can experiment something to. So with experiment points and decent ingredients you may experiment Effectiveness up to +60% (with really good ingredients 90+). With poor ingredients, +20% may be as high as you can go.





Also, no resources have all of these attributes. Inorganics don't have Potential Energy. Only some times of Organics have Unit Toughness, namely Bone and Hide, but they don't have Potential Energy, which only food-based organics like Wheat, Fruit, etc..



If it doesn't have the attribute, it counts as 0. So a 900 OQ, 200 PE chemical is a better inorganic for medical crafting than a 950 OQ metal. A 950 OQ metal would still be better than a 500 OQ, 500 PE chemical.





This is the same as themain stimpack attributes, but it doesn't have anything about Charges. Again, do these only effect how well you can experiment on the component, or just generally how good you can make it without experimenting? Since the component by itself is useless, if you use good resources (even tho water has no potential energy) and make a good Liquid Suspension component, will it increase the effectiveness (or how much it heals) of the finished stimpack? The Chemical Release Duration Mechanism also has the same Experimental Effectiveness category, while the Biological Effect Controller also has the Experimental Charges category.



The quality of the subcomponents does effect the quality of the finished product. It's just that different subcomponents affect different aspects of the end product. The liquid suspension only affects the effectiveness in the example you gave.





So even tho I'm not sure about whether the "Experimental" Categories have to do with your ability to experiment or if it's broader than that, how much of a difference will it make? If I use really high quality materials with high unit toughnesswill it increase my stimpack's charges by like 3 or so? Would it be worth it rather than just making another stimpack?



Personally, I always go for effectiveness over charges in stuff I craft for personal usage since if I am healing in battle, I really need to heal as much as possible. Plus, fewer charges means I craft more which is required to advance in crafting exp anyway. Stuff for sale, I will experiement in both as I can sell a 24/250 Stim B for more than a 20/220 Stim B even though both have an identical cost to make.





And with higher level crafting where you're making high level weapons and armour, does anyone even pay attention to the resources attributes? Or do they just concentrate on making sure they fill the very specific requirements (ie: 25 units of Ditanium Ore, 10 units of Kelsh Copper, etc..) which are extensive enough without worrrying about the individual attributes of the resources you're using?



Absolutely. The difference in the 80-140 damage rifle and a 65-110 damage rifle comes down to a combination of the quality of the resources used and the experimentation by the artisan. Now, both rifles cost the same to produce (at least in terms of number of resources used), but which one will sell better on the bazaar?





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


HARP00N
Tue Aug 19, 2003 3:08 pm
#3

thanks a lot for clearing that up, didn't expect such a throughout reply


Only thing I don't understand is this part:


"If it doesn't have the attribute, it counts as 0. So a 900 OQ, 200 PE chemical is a better inorganic for medical crafting than a 950 OQ metal. A 950 OQ metal would still be better than a 500 OQ, 500 PE chemical."


Why would a 950 OQ metal with 0 PE be better than a chemical with only 500 OQ but 500 PE??

Happymob
Wed Aug 20, 2003 3:32 am
#4

Using the 66% OQ, 33% PE formula -


950*0.66 + 0*0.33 > 500*0.66 + 500*0.33




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


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