Artisan Archive

Thread: Please help, getting frustrated with crafting :( (Quality-related)

Kevy
Thu Mar 04, 2004 3:20 pm
#1


I can't figure out what makes items have a higher quality or "effectiveness". For example, I wanted to make a really high quality fishing rod, because my friend has a 99 quality one. Well, I made one and it came out at 27 quality. Heh. It's kind of frustrating me.. I don't know how to make it higher.


So I have two questions:


1) How do I make higher quality items? Does it depend on the rating of the tool made to use it?! Resource types?! My own skill? Also, if it is based on resources, how do I tell the good ones from the bad ones. Is the Overall Quality (OQ) of a resource the only thing that matters, or does all that other stuff mean anything? ARGH!>!$?>!@# So confused!


2) This part when looking at the schematic; what is it? It says:


Experimental Effectiveness

Quality

Unit Toughness: 100%


I know about experimentation, but AFAIK, a fishing pole cannot be experimented on. Please help me craft a better fishing pole!








Kevy Junior






Artisan: [4-4-4-4] | Marksman: [2-4-4-4] | Scout: [4-2-4-4]













"When you get to the end of your rope, tie a knot and hang on." - Theodore Roosevelt


Kevy
Thu Mar 04, 2004 3:37 pm
#2

Okay, I just realized that you use a specialized crafting tool to craft general items, which allows you to experiment.. That was half my problem. I have now managed to create a 94.0 quality fishing pole, but I will not be satisfied until I get those 5 more quality points. How do I do this? I can't seem to craft a pole over 27 base effectiveness.








Kevy Junior






Artisan: [4-4-4-4] | Marksman: [2-4-4-4] | Scout: [4-2-4-4]













"When you get to the end of your rope, tie a knot and hang on." - Theodore Roosevelt


stryfex03
Thu Mar 04, 2004 3:44 pm
#3

1. It depends on your skill and on the resources. For Artisan, getting both Engineering 4 and Domestic Arts 4 will give you 10 experimentation points. You then use these experimentation points to improve the quality of the items you make. How much you can improve the quality by experimenting depends on how good the resources are. Overall Quality isn't the only thing that matters, it depends on what you're making. Some needs OQ, some needs Conductivity, some needs Shock Resistance, etc.


2. That means that for that item, how good it turns out depends 100% on the Unit Toughness of the resource you're using.


And the last time I made a fishing pole, I was able to experiment on it. I don't think they've made a change there..
Rocksteady3
Thu Mar 04, 2004 3:45 pm
#4

Experimental Effectiveness


Quality



Unit Toughness: 100


This means you should use a resource with high Unit Toughness. Whatever is listed (i.e. Unit Toughness, Overall Quality, etc.) is what your resource needs to have high in order to create a higher quality item. The experiment's effectiveness depends solely on the Unit Toughness of the resource you're using in this example.







____Rocksteady_______________________________________
GREATEST PINK WOOKIEE

Too many marriages to count.







stryfex03
Thu Mar 04, 2004 3:46 pm
#5

To get a 99% fishing pole you need a 990 UT resource
Whrlwnd13
Thu Mar 04, 2004 3:59 pm
#6






Kevy wrote:



1) How do I make higher quality items? Does it depend on the rating of the tool made to use it?! Resource types?! My own skill? Also, if it is based on resources, how do I tell the good ones from the bad ones. Is the Overall Quality (OQ) of a resource the only thing that matters, or does all that other stuff mean anything? ARGH!>!$?>!@# So confused!


2) This part when looking at the schematic; what is it? It says:


Experimental Effectiveness

Quality

Unit Toughness: 100%




1) All the items you mentioned affect the effectiveness. The schematic will list what attributes of the resources used are important for the item that you are making. Overall Quality is only important in certain items (powerups for example). However in other items the OQ doesn't matter. Your Artisan skill level and the amount of experimentation points you have is also a factor.


2) You answered the first question yourself. In this schematic Unit Toughness (UT) is all that matters. 100% Find resources that have a high UT and use those ingredients. When you're reading schematics below the required resources it will tell you what % of resource attributes are required success in experimenting


Inorder to make ahigh effectiveness fishing pole you'll have to have resources that have as high a UT as possible (1000 is max). Stand in front of a crafting station andchoose the option to experiment when prompted.


Don't be discoraged if you can't make a 99% Effective Pole. I think only masters are capable of this and it requires the best resources. I made a 67% effectiveness pole when I was training up and though i only fish on occassion it works fine for me.




Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Kevy
Thu Mar 04, 2004 4:22 pm
#7

Thanks everyone! I do believe I'm finally starting to catch on. Not having enough experimentation points is not a problem, because I have Engineering IV and Domestic Arts IV. I always have leftover experimentation points when I'm crafting. (I usually have 1 left over when I'm crafting my 94.0 effectiveness poles). Now, the only thing I'm a little unsure about is whether or not the effectiveness of the crafting tool affects anything or not.. Does it allow you to "skimp" a little on the resources you use to get the same effect?








Kevy Junior






Artisan: [4-4-4-4] | Marksman: [2-4-4-4] | Scout: [4-2-4-4]













"When you get to the end of your rope, tie a knot and hang on." - Theodore Roosevelt


Whrlwnd13
Thu Mar 04, 2004 4:33 pm
#8






Kevy wrote:
Now, the only thing I'm a little unsure about is whether or not the effectiveness of the crafting tool affects anything or not.. Does it allow you to "skimp" a little on the resources you use to get the same effect?






No the effectiveness of the crafting tool (max 15 as far as I'm aware) or the crafting station (max 45-50 thisis up for debate) Only determines the likelyhood of a critical failure. Higher effectiveness less crit failures.


Note that some artisans feel thatthe critical failure rate for artisansis bugged because it would seem that Masters have as many crit failures as Novices (using the same effectiveness tools).



Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Kevy
Thu Mar 04, 2004 5:15 pm
#9

Wow, thanks a lot! Sweet!








Kevy Junior






Artisan: [4-4-4-4] | Marksman: [2-4-4-4] | Scout: [4-2-4-4]













"When you get to the end of your rope, tie a knot and hang on." - Theodore Roosevelt


IceMonkey05
Thu Mar 04, 2004 6:37 pm
#10

Ah, gotta love mt 100.0 fishing rod. =)




~Tweedios~


- Dark Jedi Elder -

Master Lightsaber - Master Force Defense - Force Healing

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