Artisan Archive

Thread: What the Publish 7 crafting changes mean for Artisans

EpiFett
Fri Feb 20, 2004 5:51 am
#1

It means that only masters working with the best resources will be able to make 99% items.

Currently, Final product is tied ONLY to resources used.
If you have the best resources, and max out experimentation, you get the best stuff.

In publish 7, final product will be tied to BOTH resources used, AND number of experimentation points used.

For Current Masters, we wont see much of a change in the way we craft things.
For NON-Masters, things are going to change a WHOLE LOT.

Because you do not have all your experimentation points, you will NOT be able to craft items at thier
maximum potential even if you use the most godly resources ever spawned in the game.

You will be capped to the number of experimentation points can use.

If the Resources qualities = 1000
Then 10 Experimentation points = 99% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 4)
Then 09 Experimentation points = 90% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 3)
Then 08 Experimentation points = 80% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 2)
Then 07 Experimentation points = 70% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 1)
Then 06 Experimentation points = 60% Experimentation ---------- (Eng/Dom 4)
Then 05 Experimentation points = 50% Experimentation ---------- (Eng/Dom 3)
Then 04 Experimentation points = 40% Experimentation ---------- (Eng/Dom 2)
Then 03 Experimentation points = 30% Experimentation ---------- (Eng/Dom 1)
Then 02 Experimentation points = 20% Experimentation ---------- Novice Artisan
Then 01 Experimentation points = 10% Experimentation
Then 00 Experimentation points = 0% Experimentation

If the Resources qualities = 500
Then 10 Experimentation points = 50% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 4)
Then 09 Experimentation points = 45% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 3)
Then 08 Experimentation points = 40% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 2)
Then 07 Experimentation points = 35% Experimentation ---------- (Eng/Dom 4) + (Eng/Dom 1)
Then 06 Experimentation points = 30% Experimentation ---------- (Eng/Dom 4)
Then 05 Experimentation points = 25% Experimentation ---------- (Eng/Dom 3)
Then 04 Experimentation points = 20% Experimentation ---------- (Eng/Dom 2)
Then 03 Experimentation points = 15% Experimentation ---------- (Eng/Dom 1)
Then 02 Experimentation points = 10% Experimentation ---------- Novice Artisan
Then 01 Experimentation points = 5% Experimentation
Then 00 Experimentation points = 0% Experimentation

Important to note, that since we do not recieve any additional Experimentation points in our Master Box, noone has to reach Master Artisan to make our best stuff.
All they have to do is take up both Engineering 4 and Domestic Arts 4, and they get the entire 10 Experimentation points.









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Buubahfatt
Fri Feb 20, 2004 6:26 am
#2

I suppose this makes Master Artisan more worthwhile
Whrlwnd13
Fri Feb 20, 2004 8:57 am
#3




Aside from a few schematics (such as vehicles which are broken anyway) it seems like the reasons to stay MA are depleting. I could make some factory schematics of the vehicles. Then drop Master & the complete Business tree (since vendors don't disappear when you drop the skils) and recover 20 skillpoints.

There need to be resons to stay Master! MA's should receive More experimentation points, Larger surveying area. Lower critfailure rate. C'mon Devs!




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
RiskinMons
Fri Feb 20, 2004 9:12 am
#4


Err, the same thing already applies? If you only have engineering 4 and use 1000 stat resources you aren't going to make things as good as somebody with engineering 4 and dom arts 4 because you only have half as many experimentation points. The change will make very little difference to novice/low level crafters but will badly hurt the masters.


Currently if you are a master with 10 experiment points but crap resources, only 500 stat for example. Then you use 5 exp points to max out 1 experimentation area, eg damage on guns, and then have 5 points left over to put into another area, eg HAM costs. With the new change it will now take a master all 10 points just to max out the damage with no points left over to put elsewhere I dont know about the other crafting professions but this will hit WS big time as so many of our schematics need specific resources that only ever spawn with crap stats, eg plumbum iron never has cond over 100.





******************************************
Riskin Mons - 12 Point Master Weaponsmith

Owner of Riskin Mons' One Stop Weapon Shop.
Located next to the Cavendo shuttleport at -1208, -2586 on Corellia
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