Artisan Archive

Thread: Crafting tool effectiveness?

Dassle
Tue Sep 02, 2003 6:27 am
#1

A few noob questions for u pro's



When looking at the effectiveness on a tool. What numbers are the best?
possitive(like 11.10) or negative (like -11.10) ??



Also what does the effectiveness do??



and now a misplaced question but saves me from making yet another thread or use alot of time searching



As a DE i make mouse droids to climb up the tree right?
but for how long?


And when i stop making mouse droids what do i craft next?



thats all from noobville


Dassle
Tue Sep 02, 2003 8:06 am
#2

anyone??
Droid_Engineer_Rho
Tue Sep 02, 2003 8:24 am
#3

You want positive numbers. The higher the better. I've never seen an instance where this wasn't the case.


As for crafting, if you take the grind route (and who doesn't, at least occasionally?), I would say MSE droids until you reach blueprints 2. Then go for Advanced Droid Frame units. Those things take 150 steel and 70 fiberplast each, so you'll burn resources in a hurry, but you'll pull over 460 dcxp per practice run.




Taking a well-deserved vacation from his successful Droid Engineering business, Master Rho can be found puttering around the galaxy.
Dassle
Wed Sep 03, 2003 6:36 am
#4

Ok thx



What stats on ressources do i want when making crafting tools??


Cond?

ShafemanTheHutt
Wed Sep 03, 2003 7:50 pm
#5

Yeah, Conductivity. WIth a highly conductive copper and a few experiment points, getting positive results is pretty easy. Throw all of your experimentation into effectiveness, because the tools don't where out. No need for durability. Good tools will bring in a pretty decent penny, too. I can almost always get at least 1 cr per .01 of effectiveness. Hence, a 5.85 effective tool goes for 585 credits. Not bad for 34 resources.
Sauria
Wed Sep 03, 2003 8:10 pm
#6

Heh maybe on your server. Have to writea book in the description field on the bazaar explaining effectiveness to get more than 200 on a tool to sell, and I make fine damned tools. When I get to crafting stations then I'll see....people using them take things more seriously, and once ratings went live and they saw -14 on their stations they are offering serious cash for good ones.


What stats are good for the schematic, the schematic tells you. If for instance, personal harvesters want 33 DR 66 UT for all modifiers, you will want to find the best Metal, Steel, LGO, Non-Ferrous metal and Aluminum that fits those desired stat levels (ie .33 * DR + .66 * UT = rating, you want the highest rated resources for the schematic.)


SWGCraft.com has a great database player-maintained of resources available by server and planet...and tools that let you screen for things like all metals rated by 33 DR 66 UT. Great site, it has been down all day and I'm blue for that fact

Br-10n
Wed Sep 03, 2003 11:20 pm
#7

I sell my 98% crafting and survey tools for 200 credits anyway. Why try to gouge the newbies? If you've got the resources it doesn't cost you anymore to make the high grade ones.





Sekundar Lapsus

Bria/Corellia

= Teras Kasai Master - Master Shipwright - Almost CorSec Ace Pilot =
EpiFett
Thu Sep 04, 2003 6:35 am
#8

#1. There is no such thing as a +98% Tool. Tools are based on effectiveness ranges from -15 to +15.


#2. Newbies can ONLY make -15 to -10 effectiveness tools untill they reach the level of artisan where they can make use of experimentation points fully.


#3. Selling +14.5 eff tools for 200cr seriously hurst new crafters because it misleads them about the importance of effectiveness quality.


#4. Flooding the market with +14.5eff tools for only 200cr completely negates them as a source of income from new artisans. Why? because noone wants to buy a -14 tool for 200cr if they can buy a +14 tool for 200cr. Because you are saturating the market with cheap, high-quality merchandise, new players cannto sell thyer cheap, low-quality merchandise.


#5. Selling a +14.5 eff tool for 200cr damages all artisans game-wide by enforcing a non-issue stance regarding eff ratings. If ALL tools cost 200cr, then who cares which one someone buys? Just buy one and get it done with. This mentality kills the market.






Either way i wont be surprised if you dont understand the econimics of the issue, and most likely dont care as long as you keep getting emails that people bought your stuff akin to a rat getting a pellet for hitting the peddal.


Bottom line is that a -15 to +2.0 eff unit should cost 200cr. Every +1 eff above +2.0 bumps the price 100cr.


This enforces both good business ethics with customers, and educates new artisans as to the quality of thier products.


Example Pricing i use (and works well):


-15 to +2 eff = 200cr


+2.44 eff = 244cr


+5.27 eff = 527cr


+9.43 eff = 943cr


+12.34 eff = 1234cr


+15.00 eff = 1500cr




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Degasai
Sat Sep 06, 2003 9:23 am
#9

Gotta agree with EpiFett on this one...



Degas
MCH(Retired)MP(Retired)
Now playing as FOTM (SOE wins)
Degasai
12 pt. MD / 11 pt. MA

Empire and Rebellion agree:The true threat to the Universe is SOE
RedHeadJedi
Wed Oct 15, 2003 1:53 am
#10

Hello. I am a relatively new crafter here, only been playing the game for about 4 weeks now. I finally finished all of my boxes for Artisan and just need the apprentice points for master. And I'm now a novice in a number of elite tradeskills. Since I'm starting to work with the higher end schematics I thought it'd be a good time to invest in making some good tools for myself. The old ones I'd been using were effectiveness-1.00 to +2.28. Now the new ones I just made are +12.90 (I found good materials). My question is, what exactly does that effectiveness number mean? If anything? I havn't experimented enough to know if it helps/hinders my success chances in experimenting. Does the number help against critical falures? Any imput on this topic would be helpful. And sorry if this has been answered before. I did a search of the forums but didn't find anything along these lines.


-Rayen Swiftfoot, Valcyn

Mephistophopostrophy
Wed Oct 15, 2003 4:52 am
#11

as far as i could tell, it helps lessen crittical failures when crafting an item in general. not sure about the experimentation. though i do hardly fail while experimenting, im also master artisan though, cant really tell as ive used +14.% effectiveness tools since i found them wich was very very early on in my carreer.



cheers.




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

Alright! Stop that! Silly!...and a bit suspect I think...
Beladan
Wed Oct 15, 2003 4:58 am
#12

I tend to agree with Mephistommbmweggmmwhatever. It seems to me to reduce critical failures and I usually seem to have less trouble experimenting. I look at it like this - even if it does nothing at all, I have't hurt myself by putting in the effort to create a better one beyond a little cost - and if it does do something - I'm ahead of the game!
Tal-chad
Wed Oct 15, 2003 7:54 am
#13

well then...here's a related question...is there any special recipe for creating a good tool? What resource stats are important? Does it matter the resource name or just certain stats?



thanks




chay-ko' roo

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TGIF Mall--Coronet Vendor
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