Artisan Archive

Thread: sumone help me plz

Chronic101
Sun Oct 02, 2005 7:03 pm
#1


Hi. I have master artisan. Problem is, i dont know how to use it properly


1.) what does 14.91 and 15.0 crafting tools mean?/ 44.51 48.43 crafting stations mean?


2.) how do i get them that high? i tried experimenting but only got the crafting tool to 4.91 or sumthing.


3.) How do i know what resources are good ( i tried swgcraft.com but it is down )


4.) How do i know which resources i need?¿? Fora swoop, it says 1600 non-ferrous and 6400 Ferrous metal. Problem is,there are a lot for each choice. and some have the red line next to it, and some have yellow and green.


5.) What are the highest number of exp. points i can get? So far i am an 11 pt. I hear of people being 12 pt. WS and AS, so is 12 pt. the highest u can get? If not, how do i get higher points?¿?


6.) any other tips would be great.


thnx

Message Edited by Chronic101 on 10-02-2005 10:07 PM

KhashieMobio
Sun Oct 02, 2005 9:54 pm
#2






Chronic101 wrote:


Hi. I have master artisan. Problem is, i dont know how to use it properly


1.) what does 14.91 and 15.0 crafting tools mean?/ 44.51 48.43 crafting stations mean?


2.) how do i get them that high? i tried experimenting but only got the crafting tool to 4.91 or sumthing.


3.) How do i know what resources are good ( i tried swgcraft.com but it is down )


4.) How do i know which resources i need?¿? Fora swoop, it says 1600 non-ferrous and 6400 Ferrous metal. Problem is,there are a lot for each choice. and some have the red line next to it, and some have yellow and green.


5.) What are the highest number of exp. points i can get? So far i am an 11 pt. I hear of people being 12 pt. WS and AS, so is 12 pt. the highest u can get? If not, how do i get higher points?¿?


6.) any other tips would be great.


thnx

Message Edited by Chronic101 on 10-02-2005 10:07 PM




1. they are the quality of the crafting station the better one the more chance of making a better item so u need a good one to make another good one also u need a artisan 12 pt suit , resources check their qq, for grinding use the red ones for good make green


dont practice with vehicles just sell them for 16k if they suck if they good sell at a normal price dont go cheap ur hurting others.






[ Khashie Mobio ]

Bria's 2nd most hated forum user

Wannabe // Troll //Loser

"The Biggest Imperial A$$Hole"

--Crespo(lol @ u)

Okaolapou
Sun Oct 02, 2005 11:20 pm
#3

a 15 crafting tool is a perfect tool they sell really well and you need at least 991 cond copper to make them. The reason i say 991 is that if you get a artisan entertainer buff it gives you +1% to resource quality this will put you over 1000 cond. The artisan ent buffs don't come cheap though. if you can even get one from a afk entertainer. Just look for very high cond copper ipicked upsome 997 on lowca for 30 CPU and i make over 1000 CPU on 15 lightsaber crafting tools.


the highest exp points you can get being a artisan is 14 point.. yes 14 pt you would have to be a human to get this because humans have a +15 to artisan exp automaticly. no other races can be 14 pt artisans the rest can only be 12.
sciguyCO
Mon Oct 03, 2005 9:43 am
#4

The ratings on tools / stations have a small effect on your success rate when assembling and experimenting, along with your assembly/experimentation skill mods, item complexity, and (when experimenting) the number of points you spend at a time. At 100 Assembly / Experimentation (the max you get from any crafting profession, not counting skill tapes or species bonus), you usually get a "great success" on initial assembly (sets the starting percentages) and experimentation (determines the percentage increase per point spent). Higher quality tools gives you a small edge on getting an "amazing success".


You get one experimentation point for every 10 you have in the Experimentation skill mod. This mod is profession-specific: "Artisan Experimentation" only determines points for artisan items, "Food experimentation" only applies to chef items, etc. Every profession gets 100 experimentation from skill boxes. Humans get +15 Artisan experimentation, so a 44xx Human Artisan has 11 points to spend (100 + 15 / 10 = 11.5, but the 0.5 gets dropped). There are skill tapes that can add to this skill, up to a max of +25, so for most professions the most points you can have is 12 points (100 + 25 / 10 = 12.5). Human artisans can have 14 skill points (100 + 15 + 25 / 10 = 14).


Figuring out how resource quality determines item stats is one of the more subtle things to pick up as a crafter, but also one of the more important ones. The first thing to check is the draft schematic for the item. This will have the list of required resources, and will also show you what stats contribute to the different experimental categories. So for Crafting tools, there's only one category (Experimental Effectiveness), and that category only depends on one stat (conductivity). This means that you want to use resources with high conductivity in that item. The resource stats determine the initial and maximum experimental percentages, which in turn determines the initial and maximum stats for the item (since the item's stats are directly tied to the experimental percentage).


Sometimes an item will require resources that don't have the required stats. For a crafting tool, you use mineral, metal, and chemicals. Metals always have conductivity (the stat looked at to determine a tool's quality), minerals may or may not have it (depending on whether you use metals, gemstone, ore, solid petrochem, or radioactive), and chemicals never have conductivity. The crafting system only counts the resources that actually have the stat when doing it's calculations. So the lack of conductivity on the chemical does not "drag down" the final quality of a crafting tool.


The red / yellow / green bar is a visual indicator of the quality of that resource's stats given the item's needs. This isn't always 100% reliable for multi-category items, since it's an average across all the categories, and you may care more about one category than another. Food, for example, has four different categories. A given resource may be really good for buff power (PE and OQ), but not so good for stack size (DR and PE). That resource may show up worse than one that's mediocre in both stack size and buff power.


Another key piece of information is the existence of resource "caps". Some specific resource types (like Polysteel Copper for Conductivity) tend to have better stats than others. In general, the later a specific type is in the sub-list under the generic category (in this case Copper), the higher it's caps will be. These caps also play a part in items that specifically require a capped specific resource type, but that doesn't really come up in Artisan (it occurs morein weaponsmith / armosmith items), so I'll skip over that.


If you really want the nitty-gritty, behind-the-scenes details, I can post those. But it's a lot of math, and I've noticed that can really turn people off. Personally, I like getting into the guts of things, but it's certainly possible to work more "by feel" after just playing around with the system and seeing how different resource stats affects your final output.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Chronic101
Mon Oct 03, 2005 2:33 pm
#5

Wow thanx. That was awesome. I am a human, and i have 11 pts. at master artisan. Where cani get mods with artisan exp. So i can be 14 pts.?

So that means Mon Calamari can get 14 pt. exp for armorsmith and architect, and Rodian's can get 14pt exp. for weaponsmith.... Wish i woulda picked those instead
sciguyCO
Mon Oct 03, 2005 3:51 pm
#6






Chronic101 wrote:

Wow thanx. That was awesome. I am a human, and i have 11 pts. at master artisan. Where cani get mods with artisan exp. So i can be 14 pts.?

So that means Mon Calamari can get 14 pt. exp for armorsmith and architect, and Rodian's can get 14pt exp. for weaponsmith.... Wish i woulda picked those instead





No, only Human Artisans can reach the 140 experimentation to get 14 poitns, all other species / professions are limited to 12 points. It's been a while since I looked at the species mods, I think Mon Cal get's a bonus to armor / architect Assembly, and Rodians get a bonus to weapon Assembly. Not experimentation, so they don't get bonus points.


The mods come from randomly looted "skill tapes", which can have anywhere from +1 to +25 to just about any skill in the game, including experimentation. You put these tapes into clothing sockets, and gain that bonus. You can't put multiple tapes into the same piece of clothing to stack the bonus (although that very old bug may eventually be fixed at some point), but you can put multiple tapes into multiple pieces of clothing to make a "crafting suit". You'rejust limited to a cap of +25 when all the clothing mods are added up.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Beladan
Tue Oct 04, 2005 3:36 pm
#7

Not to contradict a blue-glowy! .. but Ithorians (and maybe Sulls, I've never played one to be certain) get bonuses to various shipwright experimentation lines
Chronic101
Fri Oct 07, 2005 3:49 pm
#8

awesome thnx. i dont remember where, but i got a schematic for a crafters apron or sumthing. i think from jabbas, not sure tho. does anyone know the stats on that?
Beladan
Fri Oct 07, 2005 9:25 pm
#9

typically they are +5 to experimentation and +5 to assembly for which ever crafting profession they turn out to be
for.
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