Artisan Archive

Thread: Resource quality..

Aradawen
Thu Aug 07, 2003 6:21 am
#1

Does the quality ofmetal/ore etc..matter when it comes to building houses and items with no stats on the finished products?
Tullius_Cicero
Thu Aug 07, 2003 6:53 am
#2






Aradawen wrote:
Does the quality ofmetal/ore etc..matter when it comes to building houses and items with no stats on the finished products?




Although I do not know the answer regarding houses, there are at least some items that have experimental qualities but no visible statistics on the final products. Fishing rods have experimental durability and effectiveness, and better resources gives better percent values of these, even though the finished rods have no statistics, and the buyer can only know something about the quality of the rod if the crafter honestly list the experimental percents in the item title. Anecdotal evidence seems to suggest that the rods with higher experimental effectiveness perform better, but I know of no official word or rigorous study on this.
Dlarkin
Thu Aug 07, 2003 6:59 am
#3

Your question was kind of 2 fold, so hard to answer.


But, in regards to weapons, armor, and all the flashy stuff that people craft, almost EVERYTHING gets better results with better stuff. Each item you make is different. There is a box on the right hand side of each crafting tool that tells you what stat you want to be better. It will be broken into Percentages.


For example, and this isnt exact, but lets say I want to make a pack of Stim-A's. If I open the crafting tool, and tell it I want to make Stim-A's, on the right hand side of the screen it will list "Durability, effective charges, Effectiveness" etc....each with %'s underneath them. The better those stats are with the stuff you are using to make the item, the better the results will be, pretty much all around.


Now, in regards to building structures and houses: As of right now, it doesnt matter what the final result is. BUT, Unit Toughness when building structures seems to have the highest % wanted for better results. BUT, a result that was a moderate failure, will do exactly the same as an Amazing result. Hopefully this will change eventually, so that Architects can actually get SOMEthing out of their Experimentation and building, but as of yet, houses and structures have no effect. (On the final product).






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

This is my lame sig - apparently html is too complex for this site.
Gulak Sslarin [-TC-]
Kettemoor Galaxy
BindyBalaroo
Thu Aug 07, 2003 7:29 am
#4

i dont think it makes a differnce on houses and items without those stats.



Tesra Elation & Starphire Elation (lvl 80 jedi??) @ Dantooine
Aoccdrnigto a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Solx
Thu Aug 07, 2003 9:00 am
#5

It seems like quality does matter when creating a building. I seem to have less critical failures with better material (but I haven't had enough sample points to tell for sure).

Quinalla
Thu Aug 07, 2003 9:16 am
#6

If you are thinking about crafting tools (like a Food/Chem Crafting Tool) then the experimental effectiveness makes a big difference even though it doesn't show up as a number anywhere on the final product. I think they are going to change this in a patch eventually, but for now you have to trust the artisan that made your tool or make it yourself.


It is possible that some stats, for building houses for example, may affect how many critical failures you get, but I don't know if that is true or not.




--Quinalla Hran, Combat Medic, Lowca
f0rmula
Sun Feb 01, 2004 3:27 am
#7

Is there a guide somewhere that says what stat is important for what reason??

so many stats, so little understanding

i have some steel with stats,

CR 699
Conductivity 549
DR 896
HR 932
Malleability 335
Overall 903 (seems really high?!?)
SR 938
UT 915

also whihc resources are worht more than others, i know it depends on the server, but is there a rough trend?

thakns

james
TexfireGCC
Sun Feb 01, 2004 4:03 am
#8



The short answer is not really.The most complicated portion of the sub-game of crafting is that which stats are important in a material depends on the profession of the crafter using it, and what they are using it to make. As an artisan you are going to beprimarily concerned with Overall Quality, since most of theitems that are made by artisans use that stat to determine the maximum possible stats of the finished item. The advanced crafting professions of Weaponsmith, Armorsmith, Architect and to a lesser extent the medical professions each have their own set of stats that are important to them, which change from item to item.


If you are looking for the stats that are important to you then you need to check your profession's schematics and find out which stats are needed for each item. Generally artisans need OQ for powerups, SR for vehicles, Con for smugglers tools, and OQ for the assorted electronics except for the Micro Sensor Suite, which needs Con and OQ.


The metal you have there would make nice weapon powerups withthat OQ of 903 if paired with a chemical with a high OQ. With it's SR of 938it would also work as the ferrous component for making a vehicle, but you'll need larger amounts of the steel if you go this way.


It's possible that it might be useful toa weaponsmith but while most artisan schematics call for metal or steel a weaponsmiths schematic calls for a specific steel, (ie Carbonite Steel). You would have to ask a weaponsmith about that. You might want to check out the weaponsmith forum.


As far as prices, you have to determine who the material is valueable to first, then the scarcity of the resource on your server. It is really impossible to compare prices cross-server. If thematerial is the best one on the server then you can either sell it then for the going rate, or hold on to it until it shifts away then sell it later when the stocks of it run out for a premium.


Hope that this helps.
Page 1 of 1
Previous Next