Artisan Archive
Thread: SECRETS exposed...Getting those +98% effectiveness...
(Copied from Architect Forum since this is REALLY an Artisan craft)
(This may have already been written, but I havent seen it, so here goes) :-)
HOW to make +98% artisan Crafting Stations, Tools, Powerups, Repair Kits
(I will leave stations for last, since they are the most complicated and controversial)
You must have artisan experimentation +100 for +98 (I believe..i dropped below that once and couldnt get 98%, so I think I am right)
I will be dropping the artisan line that creates these (artisan experimentation +100, two left sides of artisan), so here is how to make them:
PS for Sunrunner: I will be selling thecopper and steelon my vendor at 4cpu in lots of 20k (I bought about 2mil of both in the past month) East of Tyrena Corellia, at -3923 -2244
Enhanced +98% EffectivenessCRAFTING *and* REPAIR--TOOLS-- (same for both of these)
Tools have a 'Tool Effectiveness' rating up to 100. Enhanced +98% effectiveness by using a high CONDUCTIVE copper... If you read the schematic, Conductivity is 100% of the experimental effectiveness.
I use a polysteel copper Trivaebafism (985 conductivity), and (for the crafting tools
for the miscellaneous chem (quality 455.... since experimental effectiveness IS 100% conductivity, does the chem matter? I don't think so).
CRAFTING TOOL: This results in a tool with a 'tool effectiveness' of 98.515
REPAIR TOOL: This results in a tool with a 'functionality rating' of 98.515
POWERUPS Getting that 32%/16% primary and secondary stat: (enhanced +95% experimental effectiveness)
This schematic lists effectiveness as 100% Overall Quality (OQ). I use a rhodium steel Erao, with an Overall Quality of 978 and a petroChem Anegaptine with an OQ of 917 (Chem does matter in this case...I tried with lower quality and got lower quality results)
POWERUPS: This results in a powerup with +31.825%primary stat, and +15.675%secondary stat.
CRAFTING STATIONS (the most controversial... and most probably questionable on what the end results actually do)
Enhancing +98% Stations WITHOUT an input hopper.
The MAX 'Functionality rating' of a station *without* a hopper is 15.0
From the schematic DURABILTY calls for 100% Decay Rate, while EFFECTIVENESS calls for 100% CONDUCTIVITY. Ignoring the Decay Rate, I use a polysteel copper Trivaebafism with a CONDUCTIVITY of 985 which gives me a 29% Effectiveness BASE. Experimentation brings that to 98% with either Amazing or great success. (For some reason, this has rarely given me anything less than Greater Success.)
WITHOUT Input Hopper: This results in +98% increased experimental effectiveness resulting in a 'functionality rating' of 14.55. (Actually, 98% of 15.0 is 14.7..so is the top without options 14.85 as the math would indicate?? Devs?)
Enhancing Crafting Stations WITH an input hopper (options)
This is the most controversial of all I've read and experienced. As any Artisan with +100 skill in artisan experimentation can tell you, the above +98% effectiveness IS ACCURATE. That being said, what does the rest of the 'Functionality Rating' do for us? I believe the Max is 50.0, the reasons will become clear as you read the formula's below.
So, What does 16-50 'Functionality Rating' actually accomplish? How do you get better than +98% effectiveness, assuming 100% effectiveness is the best?
Someone said the 'Devs said it gives us a +15% bonus', does this mean they are 115% effective? And what happens to that theory when you can make a 26+ station JUST BY ADDING OPTIONS, but still FAIL on the effectiveness Experimentation? Talk about confusing!
Does +15% bonus mean effectiveness? or ''functionality'' as the name implies?
The FORMULA for +42 Stations WITH input hoppers (options)
The schematic on this calls for 3 SubComponents with 1 of the subcomponents requiring 2 SubComponents of its own. Each and every one of these SubCompents, and (subcomponents of SubCompents) list DURABILITY and EFFECTIVENESS as the main requirements. (I have made 18+ stations with pure durability resource, all the way thru, but was unable to obtain the same higher end results as using pure Effectiveness.) Basically, I ignored the durability where I could and went for 100% pure effectiveness, which requiredHigh Overall Quality and Conductivity.
Out came the 988 OQ metal (and 985 Conductivity Metal for the Micro Sensor Suites) and as high as I could on the other resource requirements (chem, gas, low grade ore)
This resulted in mixed results of items with a range +91% increased effectiveness to 98% (droid storage compartments, all metal). Most near 98%.
Crafting STATION *with* Hopper, 'Functionality rating' 42+ (This was a pain to make! Experimentation has to be done on 3 levels up with Great or Amazing results on each level...STRONGLY suggest using a factory on successful parts).
Asking again, Does the 'functionality rating' of 42+ make it more effective? I doubt it since you can crit fail on the effectiveness (try it!) but still add an input hopper and still Exceed a rating of 15+. Not logical)
Does it make it more 'Functional'? Absolutely.
-Jez :-)
Sunrunner
The "hopper" is the droid storage module optional component.
Put extra components there if you don't want to carry them and still craft. Save your inventory for output hopper items.