Artisan Archive

Thread: Noob Master Artisan needs help

WolfgarddaImp
Sun Nov 07, 2004 11:43 pm
#1

I bet that this has been asked many times before, but since I just made Master Artisan today I could really use some advice on crafting powerups and your advice on Artisan general crafting. Currently I am crafting swoops, x34's and speeders.


If I wanted to make min/max ranged and melee powerups which powerup's should I use. I only have the 10 points in expermentation so I was also wondering roughly what the stats would be. Also are there any clothes that add on to expermentation (like the weaponsmiths toolbelt)?


My next question regards what to take to complement Master Artisan?


My current template is Master Artisan, Merchant 0/0/2/4 (will master this) and Weaponsmith 0/3/0/0 (will master this also). I want this toon to be a straight crafter and I have enought sp left over master either arch, droid, armor, chef or tailor. I tried Shipwright but the resoure demand was way to extensive to be pratical.


Thanks for all the great advice.







Jagger'
Drago Sputa Fuoco Mall. Theed, Naboo [-5476 2973] .
WolfgarddaImp
Mon Nov 08, 2004 9:57 am
#2

Thanks for the advice. It does apear that I was off a little bit in my math after all. I will more then likely do the pistols in marks and take some pistoller skills as a meaqns of protection from those feared gnorts .. lol.





Jagger'
Drago Sputa Fuoco Mall. Theed, Naboo [-5476 2973] .
Br-10n
Mon Nov 08, 2004 10:46 am
#3






Dpjarrett wrote:





With those extra skill points you might consider picking up some basic combat skills. Remaining a straight crafter, while an admirable goal, is not always the most practical route given that even crafters will at some point be out in the wild and need to defend themselves from crazed durnis.

Good luck!






No kidding, I got knocked off my speederbike by a crazed durni a couple of days ago.




Sekundar Lapsus

Bria/Corellia

= Teras Kasai Master - Master Shipwright - Almost CorSec Ace Pilot =
Dpjarrett
Mon Nov 08, 2004 1:49 pm
#4





My first piece of advice would be to look at the sticky at the very top of the forum and follow the link that says "Newbies start here." Within that link you'll find an excellent guide to crafting power-ups that will tell you more than you ever wanted to know about all of the different mods that it's possible to get with power-ups and what specific power-ups you can get those mods on.


Anyway, on to your questions:


If you want to make a min/max power-up you'll want to use muzzles for the ranged power-ups. For the melee power-ups there's only one power-up that exists... so guess which one you'll be using? And just so you know, it's not possible to get a min/max power-up on melee weapons with min or max damage as the primary stat. You can however get a 3 or 4 (and very rarely a 5)stat power-up with min and max damage as secondaries.


How good can your power-ups be? 33.5% for primary stats and 16.5% for the secondary stats are the theoretical maximums, however you will never be able to actually reach those. The only day that those were obtainable was on "Patch Day" early this year when a new crafting system was implemented for a day.If your materials haveoverall quality in the high 990's you should be able to reach 33.xx% and 16.xx% on every power-up. After you've crafted a few you'll start to recognize your maximum numbers.


There is not an apron for artisan, but there are artisan experimentation clothing attachments. Generally you should expect to pay around 500k per point of artisan experimentation depending on your server's economy. They are by no means necessary to be a successful artisan.


Any of the professions you've mentioned would make a fine compliment to master artisan. However, and I don't mean to rain on your parade here, you're a bit off in your math if you think you'll be able to master 4 professions. Here's a quick run down of some numbers for you (I'm an accountant so bear with me) :


  • Total skill points available to you = 250

  • Total skill points per tree = 14

  • Total skill points for four trees = 56

  • Total skill points to master a base profession = 77 (15 for novice box and 6 for master box)

  • Total skill points to masteran elite profession= 63 ( 6 for novice box and 1 for master box)

So for master artisan, weaponsmith, and merchant you're looking at a total of 203 skill points. That leaves you with a total of 47 skill points to do with as you please. That is certainly enough to dabble in another base or elite profession, but not enough to master anything else. With those extra skill points you might consider picking up some basic combat skills. Remaining a straight crafter, while an admirable goal, is not always the most practical route given that even crafters will at some point be out in the wild and need to defend themselves from crazed durnis.


Good luck!

Message Edited by Dpjarrett on 11-08-2004 08:39 PM



Kyyle Pellow
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Funkbacca
Mon Nov 08, 2004 4:36 pm
#5


And just so you know, it's not possible to get a min/max power-up on melee weapons. Your best bet is probably to shoot for a power-up that reduces mind costs and increases max damage.



Not true!

Min/Max are both secondary stats, and with a TON of one notch at a time experimenting, you can get a Melee Power-Up w/ 3,4, or 5 stats, 2 of which can be MinDam and MaxDam. The largest stat that gets pumped will be something else... The ones I sell the most melee power-ups of are 4 stat ones w/ Speed as the Primary and Min/Max as the secondaries and another stat like 'wound' for extra credit.

Keep in mind, about 1 in 10 step by step experimentation power-ups will result in bonus stats beyond the first 2, so if you're aiming for specifics, be prepared to kill a lot of time.



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Clarf
Mon Nov 08, 2004 4:46 pm
#6






WolfgarddaImp wrote:

Thanks for the advice. It does apear that I was off a little bit in my math after all. I will more then likely do the pistols in marks and take some pistoller skills as a meaqns of protection from those feared gnorts .. lol.






Hmm... forget pistoleer, I think it's useless, especially if it's the only combat profession you're going to rely on. Most pistols don't do much damage, and the best pistol skills come from the smuggler profession.

If I were you I'd get novice Rifleman, buy a good T21, and you can pretty much kill anything in one hit, unless you're on Dathomir or something. Just make sure you stay prone, and at the optimal range




"The Jedi are relentless;
if they are not all destroyed, it will be civil war without end"

- Emperor Palpatine

Dpjarrett
Mon Nov 08, 2004 6:36 pm
#7






Funkbacca wrote:

Min/Max are both secondary stats, and with a TON of one notch at a time experimenting, you can get a Melee Power-Up w/ 3,4, or 5 stats, 2 of which can be MinDam and MaxDam. The largest stat that gets pumped will be something else... The ones I sell the most melee power-ups of are 4 stat ones w/ Speed as the Primary and Min/Max as the secondaries and another stat like 'wound' for extra credit.

Keep in mind, about 1 in 10 step by step experimentation power-ups will result in bonus stats beyond the first 2, so if you're aiming for specifics, be prepared to kill a lot of time.





I had forgotten that min and max damage are both possible secondaries. What I should have said was, it's not possible to get a melee power-up with min or max damage as the primary stat. I'll edit my original post to include that. Thanks for the correction!



Kyyle Pellow
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- By Kyyle
If it doesn't say "By Kyyle" somebody else probably made it.
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