Artisan Archive
Thread: Resource Rollover Question
I'm at Survey IV as of today on Wanderhome and reading through these posts about the resource maps already changing on the first servers got me wondering. When people make schematics for their factories doesn't it call out the EXACT material type to be used? If so then won't changing the resources force new schematics in some cases if the particular resource dissappears?
I'm just trying to figure out if there is any advantage or disadvantage to stockpiling resources rather than dumping them at every convenient time in town. Different resources have different chracteristics and I would assume that a rollover would alter the properties as well sometimes for the better and sometimes for the worse. It is this flux in properties that could make stored resources very valuable if they have the characteristics that are desireable.
My biggest problem thus far is tryting to find out what properties are valuable and what aren't. I am assuming the higher the better is pretty standard but since I do not ever plan on going any further in other artisan trees its tough for me to see what is worth the most if that makes any sense.
Right now I'm just grabbing enough material for my Medium Sized House so material properties hasn't been a big focus but watching my macro sampling run gives me ample time to wonder what the pros and cons are of the different abilities.
Materials matter BIG time. And what you need varies from item to item...use a CDEF and a Reenforced Combat Staff for example.
The CDEF depends 50% on Overall Quality and 50% on Conductivity. Your best bet here would be a high grade copper. Yes, copper. NOT steel like so many others suggest. As well, your chemicals will NEVER have a conductivity, so you want the highest overall quality, which TENDS to be Fuel.
The Combat Staff on the other hand depends TOTALLY on Shock Resistance. For this Duralloy Steel and Hardwood is best. It doesn't matter if their overall quality is 1, if they have a great shock resistance, that's what you want.
I used those because they're easy examples. Looking at foods, it gets real complex. For example, Effect Durration might be 20% flavor, 50% Potential Energy, and 30% Overall Quality. But the EFFECT on stats might be 75% flavor, 25% overall quality. Throw in the fact that drinks need a cup (hey, radioactives work best because of their high potential energy! Who said anything about HEALTH standards?
), and it gets very complex. You have to decide whether you want it to be a BIG, short boost, a smaller long term boost, or a balance of the two. For a dancer who's grinding away on the dance floor a high effect Carbosyrup or Blob Candy might be called for. For the scout out in the field for a long period of time, something that will last him on the trail.
To become a GREAT crafter you have to keep all this in mind. And realize that you get what you put in. Nothing less. I know that structure maintenance costs go up with crappy materials. And yield goes down.
It's up to you to fine tune all this into successful crafting.
As far as the manufacturing schematic goes, I can't answer that one as I'm still hand crafting every item. WELL, but hand crafting.
Mike
AKA
Oka Higre
President, Higre Corp
You can find out what stats are important for a particular item by looking at the "Experimental" properties underneath the resource listing in that item's schematic info. The higher the percentage listed for the resource stat the more important it is in determining the bonuses for that particular property.
Example:
Experimental Damage
- Attack Speed
-- Conductivity: 50%
-- Overall quality: 50%
- Maximum Damage
-- Conductivity: 50%
-- Overall quality: 50%
So for the highest attack speed and max damage you would want to get resources with high Conductivity and Overall quality stats.
I'm really not sure *exactly* how the stats affect item properties, but I do know that stats are on a 1-1000 scale with the high- and low- points differing depending on the resource class (ie a steel-class metal will always have lower conductivity than a copper-class metal), and that higher is better.
I think the item stats 1) Determine where you start at as far as experimental percentage goes and 2) Where you can end up. I don't know the math, but the best I've been able to do with native Nabooian minerals on a power up was a 91%. I'm using one material that's 890 OQ, and another that's 978. More of the former and less of the later. I DO know that if you use crap materials you cap out somewhere between 30 and 50%.
Mike
AKA
Oka Higre
President, HigreCorp