Artisan Archive

Thread: Does material TYPE matter when crafting?

Gelondil
Fri Jul 04, 2003 2:00 pm
#1

Q: All else being equal, does it affect your product if the type of resource you use doesn't match what is requested on the schematic?

Now, I know that different types tend to have different properties (copper is more conductive, igneous ore tends to have better shock resistance, etc) but sometimes what the schematic asks for is not necessarily the best.

Imaginary Example:
I need 10 units of Metal for Item X. (Required stats are Decay Resistance & Quality)
Metal A has Decay=700, Quality=500.
Mineral A has Decay=700, Quality=550, and fits in the metal slot.

I'm inclined to use the Mineral instead, but the Metal really does 'fit' better (same icon)
Is there any reason to use the metal instead?



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Onevan - Rodian - Master Ranger (CH, & Pistoleer) - Kettemoor
Elon - Human - Master Doctor (CM, Pistoleer) - Scylla
Gelondil - Mon Cal - Master Merchant, Master Artisan (Shipwright, Architect) - Bloodfin
Resa - Zabrak - Master Image Designer (Commando, TK) - Valcyn
Onslaught141
Fri Jul 04, 2003 2:09 pm
#2

I think I know what you are saying. I don't know if it matters or not, just as long as it has a good quality, decay rate, etc. that makes the item the best item it can be. By-the-way, metal is a mineral, so u can use metal in a mineral slot. Look at how the resources brake down. It goes from mineral to metal to blah to blah to blah. So, this would mean you could use metal in a mineral slot, but not mineral in a metal slot. See what I am saying?



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In approaching a double door, you will always go to the one door that is locked, pull when you should have pushed, and push when the sign says pull. - Ehre's Double-Door Law

Any non-trivial program contains at least one bug. - Laws of Computer Programming, VIII

Crazy Searjo's Shop Of Stuff Has Been Closed For Good.
AlexStar6
Fri Jul 04, 2003 2:36 pm
#3

The Answer to your question is: YES!



Material Type Matters ALOT!!.


Try doing this.


Make a CDEF Pistol using Arapine and Relocine... = 2% Experimentation


Make a CDEF Pistol using Wedian and Relocine... = 20 to 15% Experimentation.




Aniya
Master Artisan
Flurry Server
Onslaught141
Fri Jul 04, 2003 2:40 pm
#4

Thats the effect of the overall quality and the conductivity. Those resources must have low overall quality and conductivity. If you can find another resource type that has a better overall quality and conductivity, then you can use that. It doesn't have to do with the resource type, just the stats the resource has.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In approaching a double door, you will always go to the one door that is locked, pull when you should have pushed, and push when the sign says pull. - Ehre's Double-Door Law

Any non-trivial program contains at least one bug. - Laws of Computer Programming, VIII

Crazy Searjo's Shop Of Stuff Has Been Closed For Good.
DediJedi
Fri Jul 04, 2003 10:00 pm
#5

I'm not sure what you are trying to say. The "Mineral" will only fit in the "Metal" slot if it is also a "Metal".


"All things being equal" - if all the attributes that matter are equal, then it does not matter what you put in the slot, so long as it is the right resource. You can't use a gemstone for a "Metal" slot. Note: The Icons do not need to match.


I have a question: The first part of the schematic lists what is required for each component


Ex:


Outer Casing - 15 Metal


Core - 4 Metal


etc.


Then it goes on to list which qualities of the resources you use affect the different experimental qualities. But since the Experimental qualities aren't based on individual components, what is the point of separating them at the begining in the first place?

mld0806
Fri Jul 04, 2003 10:33 pm
#6

Each experimental quality is different. Underneath each overall category, you havea list of what that category provides increases to. For the most part, on weapons, Experimental Damage is self explanatory, as is Experimental Durability. Experimental Range modifies your use modifiers (only experiment with these if you've maxed out damage. I've found people don't care about use modifiers on the market.). Experimental Effectiveness makes special moves cheaper to do with that weapon.


Decide which category you want to be highest, then use materials that fit those. EG. For most melee weapons, all that matters is Shock Resistance. I don't care if you have 1000 Overall Quality, if you have 120 SR, you won't make a good weapon. CDEF's, on the other hand, depend 50% on Overall Quality and 50% on Conductivity. If you have a resource with 1000 Conductivity and 120 Overall Quality, compared to one that has 600 Conductivity, but 600 Overall Quality, then you want to use the latter.


Hope that helps you understand.


Mike


AKA


Oka Higre
President, HigreCorp




Mike

"Players were right, development was wrong."
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