Artisan Archive
Thread: 14 point artisans.. I need some stats..
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JeCy
Tue Dec 14, 2004 10:12 pm
#1
Heyya, any 14 point artisans out there ever make food, harvesters or CDEFs??
Im currious what kinda hopper size you are getting with personals at ber 4 and ber9
What kinda durration you are getting on say jawa beer, exo-protein and travel biscuts and what power?
And what kinda max damage/range mod you are getting on your CDEFs
And last what kinda durra you are getting with your bone armor..
Can anyone help me here?
Je'Cy
SharkBoy007
Wed Dec 15, 2004 9:50 am
#2
JeCy wrote:
Heyya, any 14 point artisans out there ever make food, harvesters or CDEFs??
Im currious what kinda hopper size you are getting with personals at ber 4 and ber9
What kinda durration you are getting on say jawa beer, exo-protein and travel biscuts and what power?
And what kinda max damage/range mod you are getting on your CDEFs
And last what kinda durra you are getting with your bone armor..
Can anyone help me here?
Je'Cy
And, can Ithorians be 14 pointers? (Sorry to hijack your thread, but I figured I'd ask, since I'm curious about that and what you had posted, as well
)
Korlan
Wed Dec 15, 2004 10:25 am
#3
JeCy wrote:
Heyya, any 14 point artisans out there ever make food, harvesters or CDEFs??
Im currious what kinda hopper size you are getting with personals at ber 4 and ber9
What kinda durration you are getting on say jawa beer, exo-protein and travel biscuts and what power?
And what kinda max damage/range mod you are getting on your CDEFs
And last what kinda durra you are getting with your bone armor..
Can anyone help me here?
Je'Cy
you won't see too much of a change... you will still max our your main stat with out the extra points.
The main diff is you have a few points left over for con and what not.....
sciguyCO
Wed Dec 15, 2004 10:36 am
#4
Well, I can speak up on the food items:
Assuming you max out the primary stat (usually buff size), which can be done with only 10 points, the extra three experimentation points (assuming a great success) would allow you to:
Increase Jawa Beer duration 2m30s
Decrease Jawa Beer filling by 2
Increase exo-protein's duration by3 attacks
Decrease exo-protein's filling by 1 or 2
Increase Travel Biscuit's duration 2m30s
Decrease Travel Biscuit's filling by 1 or 2.
The actual final stats of the food would depend on resource quality, and where you spend your experimentation points.
Cobacca1
Wed Dec 15, 2004 8:50 pm
#5
JeCy wrote:
Im currious what kinda hopper size you are getting with personals at ber 4 and ber9
And what kinda max damage/range mod you are getting on your CDEFs
Je'Cy
I usually can get about 40700 as my hopper size as a 14 pt artisan, but occasionally I have reached levels of almost 43000... and that is with using pretty good, but not perfect, resources.
I've not made any CDEF's in a long time, but I think the stats usually came out to nothing spectacular.. I think around 13 DPS (if anyone even uses that stat anymore)if I remember correctly.
Stawei_Idow
Thu Dec 16, 2004 9:34 am
#6
only humans can be 14 point artisan experimentaion crafters.
humans get a +15 artisan experimentation as a species bonus, so at max artisan exp. skill box, you get 10 (skill 100) points, plus the bonus of 15 (skill +15) for species, making 11(.5) (skill 115) and you can get skill attachments up to a max of +25 (skill +25), so adding up you get artisan experimentation skill 140, making 14 experimentation points.
make sense?
there are many who doubt this is possible and a thread will show up every so often asking if its possible, with some saying yes its possible, i have one, and some saying no, this is bs, you can only get 12.
i have seen screenshots of people who have 14 exp. points and i do not doubt there authenticity.
i personally do not have a 14 point crafter so i cant say for a fact that it is true, but according to the rules of the game, it should be true, and i believe that it is true.
this is the way it works for all skills and species, if you can find chef experimentation attachments for +25 you can have 125 skill points, or 12(.5) experimentation points, but the extra 5 points are wasted, so +20 is all you really need.
i dont think any other species get any experiment bonus for any profession, but im not positive. human artisans are the only ones who get an experimentation bonus.
some species get assembly bonus though, making for a better chance of amazing success on assembly, thus being able to use fewer experimentation points to max out a line of experimentation.
for instance, the ber of a harvester, allowing you to make larger hoppers. while this adds marginal monetary value in my opinion, it means a lot to some people.
but a chef with extra assembly has the chance to make stronger, longer lasting effect to their food and drink. and no one will argue that this can have very important benifits. it may save you from dying and failing a quest one day because your food enhancement lasted 1 minute longer. perhaps in the warren, where if you die, you get warped out, having to start all over again.
ithorians get +10 skill to Chassis Assembly, Power Systems, Shields Assembly, and Advanced Assembly +10, so you could theoretically get 135 assembly skill vs everyone elses 125 assembly skill if there were attachments for those skills.
i dont think that they exist and who knows if they ever will.
perhaps they could take all the useless attachments out of the loot table and add in some of these.
ahh, wish in one hand....
humans get a +15 artisan experimentation as a species bonus, so at max artisan exp. skill box, you get 10 (skill 100) points, plus the bonus of 15 (skill +15) for species, making 11(.5) (skill 115) and you can get skill attachments up to a max of +25 (skill +25), so adding up you get artisan experimentation skill 140, making 14 experimentation points.
make sense?
there are many who doubt this is possible and a thread will show up every so often asking if its possible, with some saying yes its possible, i have one, and some saying no, this is bs, you can only get 12.
i have seen screenshots of people who have 14 exp. points and i do not doubt there authenticity.
i personally do not have a 14 point crafter so i cant say for a fact that it is true, but according to the rules of the game, it should be true, and i believe that it is true.
this is the way it works for all skills and species, if you can find chef experimentation attachments for +25 you can have 125 skill points, or 12(.5) experimentation points, but the extra 5 points are wasted, so +20 is all you really need.
i dont think any other species get any experiment bonus for any profession, but im not positive. human artisans are the only ones who get an experimentation bonus.
some species get assembly bonus though, making for a better chance of amazing success on assembly, thus being able to use fewer experimentation points to max out a line of experimentation.
for instance, the ber of a harvester, allowing you to make larger hoppers. while this adds marginal monetary value in my opinion, it means a lot to some people.
but a chef with extra assembly has the chance to make stronger, longer lasting effect to their food and drink. and no one will argue that this can have very important benifits. it may save you from dying and failing a quest one day because your food enhancement lasted 1 minute longer. perhaps in the warren, where if you die, you get warped out, having to start all over again.
ithorians get +10 skill to Chassis Assembly, Power Systems, Shields Assembly, and Advanced Assembly +10, so you could theoretically get 135 assembly skill vs everyone elses 125 assembly skill if there were attachments for those skills.
i dont think that they exist and who knows if they ever will.
perhaps they could take all the useless attachments out of the loot table and add in some of these.
ahh, wish in one hand....
sciguyCO
Thu Dec 16, 2004 12:00 pm
#7
Good summary, Stawei, but a couple nitpicky things:
1) The extra +5 in experimentation at +125 may not be considered "wasted". While the +5 it doesn't provide any increasein experimentation points, the experimentation skill mod does affect the odds of getting an "amazing success", which some dedicated crafters strive for on all experiments.
2) +assembly does give you a better chance at an amazing success on initial assembly, but not all items get a bump to initial experimentation percentages with amazing vs. great. Food definitely falls into this category (a Vas Brandy that has an amazing success on assembly starts out identical to one using the same resources that got a great success). Artisan items (CDEF weapons, bone armor, personal harvs) also appear to not receive this "amazing" bonus.
I suspect that amazing assembly bonus to starting stats only applies to items above a certain complexity. Chefs got a decrease to item complexity with our revamp (to speed up factory time), right now we have the odd situation of being able to make Master-level items with a generic crafting tool.
Stawei_Idow
Fri Dec 17, 2004 9:46 am
#8
i forgot about the extra 5 points working that way, obviously, and thats a good point.
as for the amazing and great success issue, thats interesting.
that doesnt seem right based on what each message is supposed to mean. why would you code it that way? that makes amazing success a pointless goal for some items. crazy.
did it used to be that way before the revamp? did amazing and great equal the same thing originally?
as to the master items on a gen tool, thats crazy too.
looks like they should have coded the crafting section different and made it so each item had a list of what tool was required instead of just the complexity setting and a tool category.
granted it was much easier to do it the way they did, but now look where it got them. they should have made complexity an internal, hidden number just for the factory time.
which, of course, wasnt implemented correctly until recently. the experimentation adding complexity time to factories part.
i know just enough about most everthing to give mostly good answers, thats why we have correspondents to tell us where we went wrong.
thanks for correcting and filling me in on the rest, funky and flawed though it may be.
as for the amazing and great success issue, thats interesting.
that doesnt seem right based on what each message is supposed to mean. why would you code it that way? that makes amazing success a pointless goal for some items. crazy.
did it used to be that way before the revamp? did amazing and great equal the same thing originally?
as to the master items on a gen tool, thats crazy too.
looks like they should have coded the crafting section different and made it so each item had a list of what tool was required instead of just the complexity setting and a tool category.
granted it was much easier to do it the way they did, but now look where it got them. they should have made complexity an internal, hidden number just for the factory time.
which, of course, wasnt implemented correctly until recently. the experimentation adding complexity time to factories part.
i know just enough about most everthing to give mostly good answers, thats why we have correspondents to tell us where we went wrong.
thanks for correcting and filling me in on the rest, funky and flawed though it may be.
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