Artisan Archive

Thread: ??? Important Resource Stats???

Dpalmer
Wed Jul 30, 2003 6:15 pm
#1

I'm not new to the game but new to the Artisan Profession. I'm only taking up Surveying in the Artisan class, because i want to make money in something other than selling Hides & Bones. And now to the question what stats are most important in resources and what do buyers look for, is it only Overall Quality or is it a variety. All help will be appreciated. thanks alot.
sciguyCO
Thu Jul 31, 2003 9:50 am
#2

Unfortunately, there's no single answer to this. The quality of the finished item can depend on one, two, or three different stat (I've never seen more than three, but it might be out there). And the importance of the stats can range from 33/33/33 to 16/33/51.


One way to get a feel for this is to check out some of your schematics. You see those percentages under "experimental quality"? That's how important each of those resource stats are to the final product. Overall quality is almost always included, but isn't necessarily the most important. Malleability is a measure of how easy the resource is to work with (which I've heard affects the odds of a critical failure but never confirmed). The general rules of thumbfor determining whether its a "good" resource vary depending on who I'm expecting to buy the resource:


Weaponsmiths: conductivity, decay resist
Armorsmiths: Unit toughness, cold/shock/heat resistance, decay resistance
Tailors: Decay resist, malleability
Chefs: Flavor, Potential energy (for organic resources)
Architect: Decay resist, Decay resist, and Unit toughness (yes I know DR is there twice, do you like your house rotting?)


Try talking to the various artisans and see what they'd like in a resource. If they say "I don't know", you might want to avoid buying items from them... Then go out and sample the resouce category until you find one that has good stats, and plop down a harvester. There are several sites like swgcenter.com which list the resources needed for various schematics, but I have yet to see one that includes the experimental percentages.


Hope this provides at least some help. If I dumped too much info without enough explanation, let me know. I'd love to have another resource broker around.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
HydrAG
Thu Jul 31, 2003 10:42 am
#3






sciguyCO wrote:

Weaponsmiths: conductivity, decay resist
Armorsmiths: Unit toughness, cold/shock/heat resistance, decay resistance
Tailors: Decay resist, malleability
Chefs: Flavor, Potential energy (for organic resources)
Architect: Decay resist, Decay resist, and Unit toughness (yes I know DR is there twice, do you like your house rotting?)






Weaponsmiths: Conductivity, Overall Quality, Shock Resistance, Unit Toughness, and rarely Heat Resistance. And depending on the weaponsmith they'll have types of minerals with certain aspects they'll look for. I go for Iron and Steel with high SR and UT (SR more so). I specialize in melee crafting and in that field its all about the SR.



With decay as it is right now, next to nonexistant, Decay Resists is okie but really who cares what it is if my stuff doesn't decay. And this goes for all professions. DE's will take anything you got, if they're still building, cause it seems experimentation doesn't do jack one way or the other. Architects seem about in the same boat. I'm not sure on the architect issue but from the 15 or so harvesters I've bought I haven't seen any difference.



Hydrargyrum


Intrepid


Master Artisan


Weaponsmith




TBN, Kauri
Happymob
Thu Jul 31, 2003 10:52 am
#4

I would add that medical crafting is generally "overall quality" based (though different components require a scattering of other qualities).



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Pythagoras
Fri Aug 01, 2003 1:47 am
#5

Tailors actually look for Decay Resistance 66%, Overall Quality 16%, Unit Toughness 16%.




Kavenn Looran
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