Artisan Archive
Thread: Je'Cy's Ultimate miner's guide, everything you wanted to know about mining but were afraid to ask.
Page 1 of 2
JeCy
Wed Nov 24, 2004 2:31 pm
#1
With so many questions about mining, what to mine, where, whats good, ect, i thought that a miners guide was in order. So ive used my knowledge of being a miner since launch and came up with this ULITMATE MINERS GUIDE. This has tons of info that even you advanced miners might not know. So if your just starting out or have been a miner since launch give this a read. Who knows you might learn something. /grin
This guide is broken up in to a few sections.
A beginger guide to getting started.
A location guide, this part is dedicated to where to mine. Every planet has its own terrain, and chances of spawning different resources. This is all about why its good to travel.
What to mine, this part is dedicated to what makes a resource good. What certain resources are used for. If something is rare, or good spawns are hard to find.
How to make the credits by being the best miner in your galaxie.
Soo lets get down to it.
Miners are the back bone to the economy. Every crafter needs resources, well except a RE'n shipwright but lets not get into that as its a sore subject with me /frown. Soo other than that every crafter needs resources. Sampling just wont cut it soo that leaves your harvesters. To me a mining operation is anything that consists of at least a windmill and a single personal harvester. Yup thats right, though its a small operation it still can get the job done. There are a few professions that can get buy with this set up, that is if your not a big volume crafter. Smugglers, tailors or medics and even artisans get buy with this set up, Sure it will take you a while to get some stock to start making stuff but if you just like to dable or make stuff for you and a few friends or even just make some extra cash this can be a good set up.
What is BER you ask? well thats a good question. BER is Base Extraction Rate. its a simple formula that anyone can understand. The higher the BER the more you can extract from a location. These vaules are set in stone. A heavy miner with a BER of 7 will get you less, cost more in power and maintance to run, than say a medium with a BER of 10.
These vaules are caped, Personals BER4, Mediums BER10, Heavy BER13, Windmills BER9, solar BER8, and lastly Fussion BER14. Keep this in mind when purchasing harvesters. Most architects only sell max BER rate harvesters but still double check the deed before you buy it as some dont, or maybe they just made a mistake. I have acually done this before i was selling medium 10's or what i thought where 10's but where acually 9's. I caught it before they sold though, well someone told me and i replaced it and removed all the others, Opps. Where this really comes into play is personals and windmills. If your buying of the bazzar always check. at any given time over 75% of these personals are BER 1 for miners and 5 for windmills.
Prices will vary from server to server but look for about these ranges
personals BER4 2-4k, Cheap to run, they dont need much power, and can get you rolling, or just supliment your cash. These are also the easyiest to place. Rugged terrain?? these things laugh at it. You can mine in mountains, hills, swamps, where ever. you will never have a problem placing them. they can be placed vitually anywhere in all but the steepst of terrain.
windmills BER9 3-5k, Cheap, and can give you good amounts of power. Though i dont recomend it thogh, you can even run 5 mediums with a single windmill if you are dilligent with moving it and making sure its always at 40%+. its footprint is slightly larger than a personal though not as large as mediums and heavies, just find some flat ground and a 40% + and your good to go.
solar BER8 40-60k I dont recomend these at all, they are to expensive, windmills can do the same job, for much less. I honestly thought about not even listing them cuase to me they are totally useless. They have one redeming qaulity and thats hopper size. But unless they make solar not shift, Which is somthing i think they should do. there is always sun right? That would turn them from usless to very usefull. But its not so Dont even bother cuase they will never even come close to filling.
Fussion BER14, and Heavies BER13 90-150k Yes i know its a big range in price but to me hopper size is key with these. High end heavies will have hoppers of 125k + and for off world high % mining that can mean you dont have to check them for an extra day or 2. There is nothing worse to a miner than finding a full hopper and thinking how long has this been full. 10 heavies all caped at 110k hoppers and full for a day or 2, that could be 100-150k or more you missed out on, that turns into lots of cash lost down the road. I sell BER 13 heavies with 125K+ hoppers, Trying for 130K hoppers : ) for 150k-175k For florals or 90+% mining these extra hoppers are worth there weight in gold. Not having to check these things for an extra 1-2 days when they are in the middle of nowhere on dath is a very very good thing. Id take a 135k hoper over a 110 any day of the week and would shell out an extra 100k just to get it. Huge hopers are worht there weight in gold.
mediums BER 10, 35k-75k Minerals and mositers are generally at the lower price, and floral, gas, chem are upper range. They take walls which ends up being a lot more cost added to make them. To me these are the best bang for the buck. They need half the power and maintance of a heavy and give you a rate of 10, which is only 3BER lower. The big differnce here is hopper size. I cant stress enough how important that is. A good medium can have a hopper of 65k+ bad ones are 50K. this is huge especially in off world mining. You must check them often and if they are on a 85%+ spot that can mean every few days. If they are on your main planet, or one you travel to a lot and play daily its not a big deal. I use them in my stationary mining operation. I will get into that more in a later section : )
Message Edited by JeCy on 11-24-2004 01:43 PM
Message Edited by JeCy on 11-24-2004 02:08 PM
JeCy
Wed Nov 24, 2004 2:32 pm
#2
resource part is still coming, ive been busy in RL and playing on a new server,.. but its coming, scroll down and check out the brandy new combat section
Message Edited by JeCy on 12-10-2004 11:16 PM
JeCy
Wed Nov 24, 2004 3:07 pm
#3
one more place holder after thining about the next 4 seconds, the resource one will be big.. they will be added over the next couple days..
Je'Cy
JeCy
Thu Nov 25, 2004 4:51 am
#4
Combat, and dealing with agro
First make a survey macro, this is tons of help when finding a WP. Keep you vehicle targeted, and use the tab key to open and close the interface. then you just slow to a stop hit the macro button you have hotkeyed. then hit number lock and then tab and your back rolling by the time the new cords come in and then you can change direction acordingly. this is tons of help espeically on dangerous planets when you tend to get agrod before you get a chance to survey.
Survey macro
/dismount;
/pause 1;
/survey;
/mount
no semi colon on the end or it will loop : )
Everyone has had to deal with pirates trying to rob you of your precious resources while you are dealing with harvesters. Sure you can pick up combat skills, or higher a body gaurd, but really its not nessesary. I have not had combat on my artisan/surveyor for over a year now and in that time since vehicles have come out i have not died once on a harvester trip. Well oky one time but that was cuase i didnt care and let myself get the clone ride back to the spaceport, 6k trip in 10 seconds. Beam me Up !
The Swoop and run,
I use a lot especially on the maintaing portion of dealing with them. Its not a very advanced tactic but works great. Hop on your swoop, these are best for this as they are the fastest and can get outta range of agro quick. try to sneak in as close as you can with out the agro seeing you. Then make a break for it and deal with the pay/power/collect as fast as you can while taking damage. As soon as you have delt with one ride away as fast as possible and spam peace. dodging trees, rocks, buildings (on buildable planets) can help slow the agro and help you in your get away. I consiter this a proper use of terrain to slow your attackers. Having some hot keys, for pay/power/status/opperation can save much time and make this a very viable tactic.
I use a lot especially on the maintaing portion of dealing with them. Its not a very advanced tactic but works great. Hop on your swoop, these are best for this as they are the fastest and can get outta range of agro quick. try to sneak in as close as you can with out the agro seeing you. Then make a break for it and deal with the pay/power/collect as fast as you can while taking damage. As soon as you have delt with one ride away as fast as possible and spam peace. dodging trees, rocks, buildings (on buildable planets) can help slow the agro and help you in your get away. I consiter this a proper use of terrain to slow your attackers. Having some hot keys, for pay/power/status/opperation can save much time and make this a very viable tactic.
Follow the leader,
This is a tactic that you can use in combo with the swoop and run. Your vehicle plays a big part in this one. You basically are trying to lead the agro from your harvesters cause these agro do lots of damage and can kill you before you have time to get away. There is nothing worse than having to run all the way back to your harvesters to maintain one cause you got killed. Basically the way this works is you park close enough soo you see the ? above the critters head. The tend to get closer to you you trying to figure out what you are. Slowly move back and draw them away. You can gernerally get them a good 70m+ out from your harvesters and then you can circle around and then deal with your harvesters at your leisure. There is one catch to this. DO NOT lead them to far or they will respawn back at your harvesters and you will have to do it all over again.
This is a tactic that you can use in combo with the swoop and run. Your vehicle plays a big part in this one. You basically are trying to lead the agro from your harvesters cause these agro do lots of damage and can kill you before you have time to get away. There is nothing worse than having to run all the way back to your harvesters to maintain one cause you got killed. Basically the way this works is you park close enough soo you see the ? above the critters head. The tend to get closer to you you trying to figure out what you are. Slowly move back and draw them away. You can gernerally get them a good 70m+ out from your harvesters and then you can circle around and then deal with your harvesters at your leisure. There is one catch to this. DO NOT lead them to far or they will respawn back at your harvesters and you will have to do it all over again.
Follow the leader advanced,
This is basically the same as above except you agro the critter, lead um away while hitting peace. As soon as it stops attacking try to circle back as fast as you can and deal with them before the critter or critters respawns. This tactic works best with agro that groups or ranged NPC's. Ranged NPC's are by far the hardest to deal with.
This is basically the same as above except you agro the critter, lead um away while hitting peace. As soon as it stops attacking try to circle back as fast as you can and deal with them before the critter or critters respawns. This tactic works best with agro that groups or ranged NPC's. Ranged NPC's are by far the hardest to deal with.
Who cares let um attack,
This one is for agro thats just more of a nusance than anything. Though these attackers can incap you they generally dont DB, or deal lots of damage. You stay on your vehilce and fly back and forth between harvesters trying to fly to the one thats farthest away from the last one you were at. You can also add doing figure eights, and weaving in and outta harvesters to slow your attackers down and give you more time to maintain them. If you need be you can let um incap you, you can still maintain the one you are at, as long as you have the operation pannel open before you go incap. You can also use the pay power command line while incaped. Just dont get incaped 3 times in 10 mins of you will be getting a fast ride through the cloner.
This one is for agro thats just more of a nusance than anything. Though these attackers can incap you they generally dont DB, or deal lots of damage. You stay on your vehilce and fly back and forth between harvesters trying to fly to the one thats farthest away from the last one you were at. You can also add doing figure eights, and weaving in and outta harvesters to slow your attackers down and give you more time to maintain them. If you need be you can let um incap you, you can still maintain the one you are at, as long as you have the operation pannel open before you go incap. You can also use the pay power command line while incaped. Just dont get incaped 3 times in 10 mins of you will be getting a fast ride through the cloner.
That is the basics of dealing with planted harvesters. Now dealing with spawns when you plant is a bit more tricky But can be delt with on all but the toughest of planets even with a non combant artisan. This takes a bit of gear, skill, and practice. With this set up though you can take out more stuff than you ever would have thought possible.
Stats migration.
This is a big part. I max my health stats, putting as many possible points in your main health bar, and secondarys at about 500. Next up is action i put about 600 in main and min on both secondarys. Mind is about 500 and min on secondarys. Im human mind you. I know you are thinking well how do you survey? well just drink brandy, and accragrm and you can survey non stop. : ) With this stat set up you will have lots of health to soak up blows which is a must in the swoop and run tactic. I generally drink those 2 drinks anyway while im out surveying and maintaining soo my stats are about 1150 health, 900 action 800 mind soo im pretty tanked up. Pixey and moun are always hotkeys and i use them a lot. sure you will get a few fines especially if you travel through imperial cities but how cares. Whats 500 credits vs a trip through the cloner.
This is a big part. I max my health stats, putting as many possible points in your main health bar, and secondarys at about 500. Next up is action i put about 600 in main and min on both secondarys. Mind is about 500 and min on secondarys. Im human mind you. I know you are thinking well how do you survey? well just drink brandy, and accragrm and you can survey non stop. : ) With this stat set up you will have lots of health to soak up blows which is a must in the swoop and run tactic. I generally drink those 2 drinks anyway while im out surveying and maintaining soo my stats are about 1150 health, 900 action 800 mind soo im pretty tanked up. Pixey and moun are always hotkeys and i use them a lot. sure you will get a few fines especially if you travel through imperial cities but how cares. Whats 500 credits vs a trip through the cloner.
Armor,
This is important. What armor do i recomend? enhanced Geo-bone. Ranged is the thing you need to worry about most. 90% of the time critters wont bother you, if the do they are easy to get away from. But ranged NPC's can be death. Geo-bone can be made 80% energy and is very light, you can survey in a full suit with the stat mirgration i recomended along with drinks. I know geo-bone does not have kinetic but thats where the enhanced comes into play. You use a voritor scale in it and can add kinetic protection. Another option is to kryat scale it and that will give you protections in all but stun. Stun can be covered with a Imperial PSG. There are a few mobs that do acid, and i think a couple that do heat soo if your spending the money on geo bone, you might as well go with kryat scale : ) Regular bone will work, but i atleast recomend armorer made segs. That will give you 40-50% energy, and also go with atleast voritor scale enhance it. you will be knocking 50% off all kinetic and 75% off all energy weapons. My own personal suit is geo=bone, with tantle helm, chest, boots.. it looks bad ass : ) And trust me it has saved me more times than i can count. I wont leave to survey or deal with miners with out it. I just started on a new server and i cant wait to get me some nice surveying armor but for now while im making money im stuck in clothing and crossing my fingures.
This is important. What armor do i recomend? enhanced Geo-bone. Ranged is the thing you need to worry about most. 90% of the time critters wont bother you, if the do they are easy to get away from. But ranged NPC's can be death. Geo-bone can be made 80% energy and is very light, you can survey in a full suit with the stat mirgration i recomended along with drinks. I know geo-bone does not have kinetic but thats where the enhanced comes into play. You use a voritor scale in it and can add kinetic protection. Another option is to kryat scale it and that will give you protections in all but stun. Stun can be covered with a Imperial PSG. There are a few mobs that do acid, and i think a couple that do heat soo if your spending the money on geo bone, you might as well go with kryat scale : ) Regular bone will work, but i atleast recomend armorer made segs. That will give you 40-50% energy, and also go with atleast voritor scale enhance it. you will be knocking 50% off all kinetic and 75% off all energy weapons. My own personal suit is geo=bone, with tantle helm, chest, boots.. it looks bad ass : ) And trust me it has saved me more times than i can count. I wont leave to survey or deal with miners with out it. I just started on a new server and i cant wait to get me some nice surveying armor but for now while im making money im stuck in clothing and crossing my fingures.
Food and Drink
Every surveyor should have this in there pack, Brandy, ulitmate mind juice, accragrm, boosts your action, gramorl Boosts your health, won won a health secondary stat booster, chandon, Gives up to +20? surveying, sythsteak, cuts damage by 40%, crispic or citrus snow, Boosts your aim, Pixey, and instand health boost, moun an instant mind boost. These foods can be stacked and with decay you can have um all in your system they turn an unbuffed no combat artisan into a force that many critters and NPC's will wish they havent met.
Every surveyor should have this in there pack, Brandy, ulitmate mind juice, accragrm, boosts your action, gramorl Boosts your health, won won a health secondary stat booster, chandon, Gives up to +20? surveying, sythsteak, cuts damage by 40%, crispic or citrus snow, Boosts your aim, Pixey, and instand health boost, moun an instant mind boost. These foods can be stacked and with decay you can have um all in your system they turn an unbuffed no combat artisan into a force that many critters and NPC's will wish they havent met.
weapons and droids,
This is as important, or maybe even more important that everything else i have mentioned in the above, As non combatant, non medic artisan is nothing with out this.
This is as important, or maybe even more important that everything else i have mentioned in the above, As non combatant, non medic artisan is nothing with out this.
A 35% sliced CDEF gun. Pick which ever one you want. Go with speed sliced. Sure you will have to slice a ton, but make a few crates and find a nice smuggler to help you out. Offer to make him some crates of tools, run some spice schems, hook um with resources. what ever you need to do im sure you can come to some sorta agreement. This weapon with a speed power up can get down to 1.0 and give you some pretty nice damage. Another option is a 35% damage with damage power up it will give you a nice gun that is about 3.0 but can do 50-100 damage. Not bad for a non cert weapon. This weapon should be used on all lower end types of critters. Stuff that has under 1.5k ham in my opinion.
C12's, this is your gas, get some crates of these and make some crates of max damage power ups for them. These babies will deal 700-1200 damage, They eat though your health ham, but thats why you have lots of strenght and con with stat migration and why you eat the won won : ) You will be using these on just about everything, they deal tons of damage, you will be shocked at how many things you will beable to one shot with these. They have great range too.
R3 combat droid, If grenades are your gas, then this is your fire. there is no getting around this you MUST have a good R3 Combat droid. Have him custom made with 5 combat modules and 1 stimpack. He will deal a lot of damage and beable to hold close to 30 uses of stim-A's I dont need to use the stims often but for the slight damage reduction id much rather have a 100 point heal when i need it than the +25 or so points of damage he is gonna do with the extra combat module. Besides you will be dealing most of the damage with your C12's anyway, he will be your tanker, and will be dealing out a good deal of damage to boot.
Droid stim D's, These are a must. You will go through tons of these. A crate in your inventory and have atleast 2 pulled when you are going to enter combat. You run outta stims your dead soo make sure you dont. These will keep your little droid happy and running tip top.
Batteries, make a crate put it in your pack, they will last forever, well months and months. I have the same crate in my pack for 4 or 5 months now. Just make sure to check his power before you enter combat.
Combat tactics.
Always send your droid in first. I like to target weaker critters and npc's first. You can take down 3-4 in the same time as you could one strong one and greatly reduce the damage your little droid is taking. Also your C12's cause splash damage as well and many times you will do damage to the strong one in splash and by the time you get to the boss/strong guy he has already been droped about 1/3 his ham. Its also a good idea to hit males first as the others wont agro and then you can take out the others with out getting the entire group to attack all at once. You will learn what groups and what doesnt, but if you want to check first just check out www.swgcreatures.com and you can get the lowdown on what is up with any mob.
Always send your droid in first. I like to target weaker critters and npc's first. You can take down 3-4 in the same time as you could one strong one and greatly reduce the damage your little droid is taking. Also your C12's cause splash damage as well and many times you will do damage to the strong one in splash and by the time you get to the boss/strong guy he has already been droped about 1/3 his ham. Its also a good idea to hit males first as the others wont agro and then you can take out the others with out getting the entire group to attack all at once. You will learn what groups and what doesnt, but if you want to check first just check out www.swgcreatures.com and you can get the lowdown on what is up with any mob.
Non lair spawns go in waves of 5, soo make sure you clear um all before you decide to plant harvesters. Wild lair spawns have many more cirtters than the mission sort. There can be 20-30+ soo it can take you a whlie up to 15 mins or more before you have um all cleared before you start hitting the lair.
If you are working on a tough critter lair. Start the lair smoking and then get back and wait for critters to pop. Have the droid attack the critter and then call him to follow you and pull the critter a good 60m away before you start working on him. If you dont you can get swarmed and that can bring along an early demise.
Once all the critters are dead and its time to start hitting the lair DO NOT tell the droid to attack the lair. Stand about 40m away and toss a single c12 at a time. Hit peace as soon as you toss the grenade. Wait a few second maybe 10 or soo and see if a critter spawns. If it does pull him away and attack at a distance (see above) If not toss another and peace. This will keep the lair from spawning tons at once and give you much more control with what spawns.
Well thats the combat section. Follow those strats, trust me they are very very well tested. I have taken out fambaa, maulers, tuskens, reclusive gurk kings, kaadu, hummba, flumpasette, and tons and tons of others. You can even take down some stuff on the adventure planets just be a lot more carfull is all. Yea there are some spawns you wont beable to take out but you will be surpirsed at what you can deal with and not have to call in the reinforcement. Also for one last tip. Have your bike out about 100m away cause if you get into trouble you can always leave the droid and run. /burstrun too i have used many many times. Just get outta combat, let the droid incap, then recall the droid, heal him and try again....
Happy harvesting.
Je'Cy
Je'Cy
Message Edited by JeCy on 12-14-2004 01:29 AM
Guruweaver
Wed Dec 15, 2004 5:07 am
#7
Heh
Posted the wrong link earlier. I've added this to the Useful posts sticky.
Thanks Je'Cy!
Guru
Posted the wrong link earlier. I've added this to the Useful posts sticky.
Thanks Je'Cy!
Guru
PsionicHawk
Fri Dec 17, 2004 11:29 am
#8
You know what I love love to see, a compiled list of resources and the supposed caps on thier stats as well as what resources have caps on concentration precentages.
Bucke-Thead
Tue Dec 28, 2004 7:50 am
#9
PsionicHawk wrote:You know what I love love to see, a compiled list of resources and the supposed caps on thier stats as well as what resources have caps on concentration precentages.
Minerals
Titanium Aluminum: CR 1 - 174, CD 300 - 408, DR 1 - 174, HR 200 - 330, MA 300 - 452, SR 300 - 430, UT 300 - 430
Agrinium Aluminum: CR 94 - 307, CD 358 - 492, DR 94 - 307, HR 270 - 430, MA 382 - 568, SR 370 - 530, UT 370 - 530
Chromium Aluminum: CR 227 - 440, CD 442 - 575, DR 227 - 440, HR 370 - 530, MA 498 - 685, SR 470 - 630, UT 470 - 630
Duralumin Aluminum: CR 361 - 574, CD 525 - 658, DR 361 - 574, HR 470 - 630, MA 615 - 802, SR 570 - 730, UT 570 - 730
Link-Steel Aluminum: CR 494 - 707, CD 608 - 742, DR 494 - 707, HR 570 - 730, MA 732 - 918, SR 670 - 830, UT 670 - 830
Phrik Aluminum: CR 627 - 800, CD 692 - 800, DR 627 - 800, HR 670 - 800, MA 848 - 1000, SR 770 - 900, UT 770 - 900
Perovskitic Aluminium: None
Desh Copper: CR 1 - 116, CD 500 - 572, DR 1 - 102, HR 200 - 265, MA 500 - 572, SR 300 - 372, UT 300 - 372
Thallium Copper: CR 63 - 205, CD 539 - 628, DR 55 - 180, HR 235 - 315, MA 539 - 628, SR 339 - 428, UT 339 - 428
Beyrllius Copper: CR 152 - 294, CD 594 - 683, DR 133 - 257, HR 285 - 365, MA 594 - 683, SR 394 - 483, UT 394 - 483
Codoan Copper: CR 241 - 383, CD 650 - 739, DR 211 - 335, HR 335 - 415, MA 650 - 739, SR 450 - 539, UT 450 - 539
Diatium Copper: CR 329 - 472, CD 706 - 794, DR 288 - 413, HR 385 - 465, MA 706 - 794, SR 506 - 594, UT 506 - 594
Kelsh Copper: CR 418 - 560, CD 761 - 850, DR 366 - 490, HR 435 - 515, MA 761 - 850, SR 561 - 650, UT 561 - 650
Mythra Copper: CR 507 - 649, CD 817 - 906, DR 444 - 568, HR 485 - 565, MA 817 - 906, SR 617 - 706, UT 617 - 706
Platinite Copper: CR 596 - 738, CD 872 - 961, DR 521 - 646, HR 535 - 615, MA 872 - 961, SR 672 - 761, UT 672 - 761
Polysteel Copper: CR 685 - 800, CD 928 - 1000, DR 599 - 700, HR 585 - 650, MA 928 - 1000, SR 728 - 800, UT 728 - 800
Conductive Borcarbitic Copper: None
Plumbum Iron: CR 1 - 131, CD 1 - 82, DR 300 - 414, HR 500 - 581, MA 1 - 98, SR 400 - 498, UT 400 - 498
Polonium Iron: CR 71 - 231, CD 45 - 144, DR 361 - 501, HR 544 - 644, MA 53 - 173, SR 453 - 573, UT 453 - 573
Axidite Iron: CR 171 - 331, CD 107 - 207, DR 449 - 589, HR 606 - 706, MA 128 - 248, SR 528 - 648, UT 528 - 648
Bronzium Iron: CR 271 - 430, CD 169 - 269, DR 536 - 676, HR 669 - 769, MA 203 - 323, SR 603 - 723, UT 603 - 723
Colat Iron: CR 371 - 530, CD 232 - 332, DR 624 - 764, HR 731 - 831, MA 278 - 398, SR 678 - 798, UT 678 - 798
Dolovite Iron: CR 470 - 630, CD 294 - 394, DR 711 - 851, HR 794 - 894, MA 353 - 473, SR 753 - 873, UT 753 - 873
Doonium Iron: CR 570 - 730, CD 357 - 456, DR 799 - 939, HR 856 - 956, MA 428 - 548, SR 828 - 948, UT 828 - 948
Kammris Iron: CR 670 - 800, CD 419 - 500, DR 886 - 1000, HR 919 - 1000, MA 503 - 600, SR 903 - 1000, UT 903 - 1000
Rhodium Steel: CR 1 - 105, CD 1 - 85, DR 500 - 565, HR 600 - 652, MA 1 - 53, SR 500 - 565, UT 400 - 478
Kiirium Steel: CR 57 - 185, CD 46 - 150, DR 535 - 615, HR 628 - 692, MA 29 - 93, SR 535 - 615, UT 442 - 538
Cubirian Steel: CR 137 - 265, CD 111 - 215, DR 585 - 665, HR 668 - 732, MA 69 - 133, SR 585 - 665, UT 502 - 598
Thoranium Steel: CR 217 - 345, CD 176 - 280, DR 635 - 715, HR 708 - 772, MA 109 - 173, SR 635 - 715, UT 562 - 658
Neutronium Steel: CR 297 - 424, CD 241 - 345, DR 685 - 765, HR 748 - 812, MA 149 - 212, SR 685 - 765, UT 622 - 718
Duranium Steel: CR 377 - 504, CD 306 - 410, DR 735 - 815, HR 788 - 852, MA 189 - 252, SR 735 - 815, UT 682 - 778
Ditanium Steel: CR 456 - 584, CD 371 - 475, DR 785 - 865, HR 828 - 892, MA 228 - 292, SR 785 - 865, UT 742 - 838
Quadranium Steel: CR 536 - 664, CD 436 - 540, DR 835 - 915, HR 868 - 932, MA 268 - 332, SR 835 - 915, UT 802 - 898
Carbonite Steel: CR 616 - 744, CD 501 - 605, DR 885 - 965, HR 908 - 972, MA 308 - 372, SR 885 - 965, UT 862 - 958
Duralloy Steel: CR 696 - 800, CD 566 - 650, DR 935 - 1000, HR 948 - 1000, MA 348 - 400, SR 935 - 1000, UT 922 - 1000
Crystallized Bicorbantium Steel: None
Hardened Arveshium Steel: None
Alantium Carbonate Ore: CR 300 - 414, DR 1 - 115, HR 400 - 498, MA 300 - 414, SR 1 - 115, UT 200 - 330
Barthierium Carbonate Ore: CR 361 - 501, DR 62 - 202, HR 453 - 573, MA 361 - 501, SR 62 - 202, UT 270 - 430
Chromite Carbonate Ore: CR 449 - 589, DR 150 - 289, HR 528 - 648, MA 449 - 589, SR 150 - 289, UT 370 - 530
Frasium Carbonate Ore: CR 536 - 676, DR 237 - 377, HR 603 - 723, MA 536 - 676, SR 237 - 377, UT 470 - 630
Lommite Carbonate Ore: CR 624 - 764, DR 324 - 464, HR 678 - 798, MA 624 - 764, SR 324 - 464, UT 570 - 730
Ostrine Carbonate Ore: CR 711 - 851, DR 412 - 551, HR 753 - 873, MA 711 - 851, SR 412 - 551, UT 670 - 830
Varium Carbonate Ore: CR 799 - 939, DR 499 - 639, HR 828 - 948, MA 799 - 939, SR 499 - 639, UT 770 - 930
Zinsiam Carbonate Ore: CR 886 - 1000, DR 586 - 700, HR 903 - 1000, MA 886 - 1000, SR 586 - 700, UT 870 - 1000
Ardanium Siliclastic Ore: CR 300 - 452, DR 1 - 152, HR 300 - 452, MA 300 - 452, SR 1 - 131, UT 1 - 152
Cortosis Siliclastic Ore: CR 382 - 568, DR 83 - 269, HR 382 - 568, MA 382 - 568, SR 71 - 231, UT 83 - 269
Crism Siliclastic Ore: CR 498 - 685, DR 199 - 385, HR 498 - 685, MA 498 - 685, SR 171 - 330, UT 199 - 385
Malab Siliclastic Ore: CR 615 - 802, DR 316 - 502, HR 615 - 802, MA 615 - 802, SR 271 - 430, UT 316 - 502
Robindun Siliclastic Ore: CR 732 - 918, DR 432 - 618, HR 732 - 918, MA 732 - 918, SR 370 - 530, UT 432 - 618
Tertian Siliclastic Ore: CR 848 - 1000, DR 549 - 700, HR 848 - 1000, MA 848 - 1000, SR 470 - 600, UT 549 - 700
Fermionic Siliclastic Ore: None
Bene Extrusive Ore: CR 200 - 304, DR 300 - 391, HR 400 - 478, MA 1 - 79, SR 400 - 478, UT 400 - 478
Chronamite Extrusive Ore: CR 256 - 384, DR 349 - 461, HR 442 - 538, MA 43 - 139, SR 442 - 538, UT 442 - 538
Ilimium Extrusive Ore: CR 336 - 464, DR 419 - 531, HR 502 - 598, MA 103 - 199, SR 502 - 598, UT 502 - 598
Kalonterium Extrusive Ore: CR 416 - 544, DR 489 - 601, HR 562 - 658, MA 163 - 259, SR 562 - 658, UT 562 - 658
Keschel Extrusive Ore: CR 496 - 624, DR 559 - 671, HR 622 - 718, MA 223 - 318, SR 622 - 718, UT 622 - 718
Lidium Extrusive Ore: CR 576 - 704, DR 629 - 741, HR 682 - 778, MA 283 - 378, SR 682 - 778, UT 682 - 778
Maranium Extrusive Ore: CR 656 - 784, DR 699 - 811, HR 742 - 838, MA 342 - 438, SR 742 - 838, UT 742 - 838
Pholokite Extrusive Ore: CR 736 - 864, DR 769 - 881, HR 802 - 898, MA 402 - 498, SR 802 - 898, UT 802 - 898
Quadrenium Extrusive Ore: CR 816 - 944, DR 839 - 951, HR 862 - 958, MA 462 - 558, SR 862 - 958, UT 862 - 958
Vintrium Extrusive Ore: CR 896 - 1000, DR 909 - 1000, HR 922 - 1000, MA 522 - 600, SR 922 - 1000, UT 922 - 1000
Berubium Intrusive Ore: CR 200 - 316, DR 300 - 401, HR 700 - 743, MA 1 - 88, SR 500 - 572, UT 400 - 487
Chanlon Intrusive Ore: CR 262 - 404, DR 354 - 479, HR 723 - 777, MA 48 - 154, SR 539 - 628, UT 447 - 553
Corintium Intrusive Ore: CR 351 - 493, DR 432 - 557, HR 757 - 810, MA 114 - 221, SR 594 - 683, UT 513 - 620
Derillium Intrusive Ore: CR 440 - 582, DR 510 - 634, HR 790 - 843, MA 181 - 287, SR 650 - 739, UT 580 - 687
Oridium Intrusive Ore: CR 529 - 671, DR 588 - 712, HR 823 - 877, MA 247 - 354, SR 706 - 794, UT 647 - 753
Dylinium Intrusive Ore: CR 618 - 760, DR 666 - 790, HR 857 - 910, MA 314 - 420, SR 761 - 850, UT 713 - 820
Hollinium Intrusive Ore: CR 707 - 849, DR 743 - 868, HR 890 - 943, MA 380 - 487, SR 817 - 906, UT 780 - 887
Ionite Intrusive Ore: CR 796 - 938, DR 821 - 946, HR 923 - 977, MA 447 - 553, SR 872 - 961, UT 847 - 953
Katrium Intrusive Ore: CR 884 - 1000, DR 899 - 1000, HR 957 - 1000, MA 513 - 600, SR 928 - 1000, UT 913 - 1000
Bospridium Armophous Gemstone: ER 1 - 105, CR 1 - 131, DR 1 - 131, HR 600 - 652, MA 1 - 79, SR 1 - 131, UT 1 - 131
Baradium Armophous Gemstone: ER 57 - 185, CR 71 - 231, DR 71 - 231, HR 628 - 692, MA 43 - 139, SR 71 - 231, UT 71 - 231
Regvis Armophous Gemstone: ER 137 - 265, CR 171 - 331, DR 171 - 331, HR 668 - 732, MA 103 - 199, SR 171 - 331, UT 171 - 331
Plexite Armophous Gemstone: ER 217 - 345, CR 271 - 431, DR 271 - 431, HR 708 - 772, MA 163 - 259, SR 271 - 431, UT 271 - 431
Rudic Armophous Gemstone: ER 297 - 424, CR 371 - 530, DR 371 - 530, HR 748 - 812, MA 223 - 318, SR 371 - 530, UT 371 - 530
Ryll Armophous Gemstone: ER 377 - 504, CR 471 - 630, DR 471 - 630, HR 788 - 852, MA 283 - 378, SR 471 - 630, UT 471 - 630
Sedrellium Armophous Gemstone: ER 456 - 584, CR 570 - 730, DR 570 - 730, HR 828 - 892, MA 342 - 438, SR 570 - 730, UT 570 - 730
Stygium Armophous Gemstone: ER 536 - 664, CR 670 - 830, DR 670 - 830, HR 868 - 932, MA 402 - 498, SR 670 - 830, UT 670 - 830
Vendusii Armophous Gemstone: ER 616 - 744, CR 770 - 930, DR 770 - 930, HR 908 - 972, MA 462 - 558, SR 770 - 930, UT 770 - 930
Bal'ta'ran Armophous Gemstone: ER 696 - 800, CR 870 - 1000, DR 870 - 1000, HR 948 - 1000, MA 522 - 600, SR 870 - 1000, UT 870 - 1000
Byrothsis Crystalline Gemstone: ER 500 - 581, CR 1 - 163, DR 1 - 163, HR 700 - 749, MA 1 - 66, SR 300 - 414, UT 300 - 414
Gallinorian Rainbow Crystalline Gemstone: ER 544 - 644, CR 88 - 288, DR 88 - 288, HR 726 - 786, MA 36 - 116, SR 361 - 501, UT 361 - 501
Green Diamond Crystalline Gemstone: ER 606 - 706, CR 213 - 413, DR 213 - 413, HR 764 - 824, MA 86 - 166, SR 449 - 589, UT 449 - 589
Kerol Fire-Gem Crystalline Gemstone: ER 669 - 769, CR 338 - 538, DR 338 - 538, HR 801 - 861, MA 136 - 215, SR 536 - 676, UT 536 - 676
Seafah Jewel Crystalline Gemstone: ER 731 - 831, CR 463 - 663, DR 463 - 663, HR 839 - 899, MA 186 - 265, SR 624 - 764, UT 624 - 764
Sormahil Fire Gem Crystalline Gemstone: ER 794 - 894, CR 588 - 788, DR 588 - 788, HR 876 - 936, MA 235 - 315, SR 711 - 851, UT 711 - 851
Laboi Mineral Crystal Crystalline Gemstone: ER 856 - 956, CR 713 - 913, DR 713 - 913, HR 914 - 974, MA 285 - 365, SR 799 - 939, UT 799 - 939
Vertex Crystalline Gemstone: ER 919 - 1000, CR 838 - 1000, DR 838 - 1000, HR 951 - 1000, MA 335 - 400, SR 886 - 1000, UT 886 - 1000
Class 1 Solid Petrochemical: DR 1 - 149, PE 300 - 430
Class 2 Solid Petrochemical: DR 81 - 264, PE 370 - 530
Class 3 Solid Petrochemical: DR 195 - 378, PE 470 - 630
Class 4 Solid Petrochemical: DR 309 - 492, PE 570 - 730
Class 5 Solid Petrochemical: DR 423 - 606, PE 670 - 830
Class 6 Solid Petrochemical: DR 537 - 720, PE 770 - 930
Class 7 Solid Petrochemical: DR 652 - 800, PE 870 - 1000
Class 1 Radioactive: DR 400 - 474, PE 500 - 593
Class 2 Radioactive: DR 440 - 531, PE 550 - 664
Class 3 Radioactive: DR 497 - 589, PE 621 - 736
Class 4 Radioactive: DR 554 - 646, PE 693 - 807
Class 5 Radioactive: DR 611 - 703, PE 764 - 879
Class 6 Radioactive: DR 669 - 760, PE 836 - 950
Class 7 Radioactive: DR 726 - 800, PE 907 - 1000
High Grade Polymetric Radioactive: None
Unknown Ferrous: CR 1 - 800, CD 1 - 600, DR 300 - 1000, HR 300 - 1000, MA 1 - 600, SR 400 - 1000, UT 400 - 1000
Unknown Non-Ferrous: CR 1 - 800, CD 300 - 1000, DR 1 - 700, HR 200 - 800, MA 300 - 1000, SR 300 - 900, UT 300 - 1000
Unknown Sedimentary Ore: CR 300 - 1000, DR 1 - 700, HR 300 - 1000, MA 300 - 1000, SR 1 - 700
Unknown Igneous Ore: CR 200 - 1000, DR 300 - 1000, HR 400 - 1000, MA 1 - 800, SR 400 - 1000, UT 400 - 1000
Unknown Gemstone: HR 600 - 1000, MA 1 - 600
Unknown Solid Petrochemical: None
Unknown Radioactive: DR 1 - 800
Chemicals
Class 1 Liquid Petrochemical: DR 1 - 600
Class 2 Liquid Petrochemical: DR 1 - 600
Class 3 Liquid Petrochemical: DR 1 - 600
Class 4 Liquid Petrochemical: DR 1 - 600
Class 5 Liquid Petrochemical: DR 1 - 600
Class 6 Liquid Petrochemical: DR 1 - 600
Class 7 Liquid Petrochemical: DR 1 - 600
Unknown Liquid Petrochemical: None
Lubricating Oil: None
Fiberplast: None
Polymer: None
Gas
Hydron-3 Inert Gas: DR 1 - 81
Malium Inert Gas: DR 44 - 142
Bilal Inert Gas: DR 105 - 204
Corthel Inert Gas: DR 167 - 265
Culsion Inert Gas: DR 228 - 327
Dioxis Inert Gas: DR 290 - 388
Hurlothrombic Inert Gas: DR 351 - 450
Kaylon Inert Gas: DR 413 - 511
Korfaise Inert Gas: DR 474 - 573
Methanagen Inert Gas: DR 536 - 634
Mirth Inert Gas: DR 597 - 696
Obah Inert Gas: DR 659 - 757
Rethin Inert Gas: DR 720 - 800
(The DR ranges on these were changed in Publish 4)
Eleton Reactive Gas: DR 1? - 400?
Irolunn Reactive Gas: DR 100? - 600?
Methane Reactive Gas: DR 200? - 700?
Orveth Reactive Gas: DR 300? - 800?
Sig Reactive Gas: DR 300? - 900?
Skevon Reactive Gas: DR 400? - 900?
Tolium Reactive Gas: DR 500? - 1000?
Unstable Organometallic Reactive Gas: None
Unknown Inert Gas: None
Unknown Reactive Gas: None
Energy / Water
Water: OQ 600 - 1000
Wind Energy: PE 1 - 400, OQ 500 - 500
Solar Energy: PE 200 - 600, OQ 500 - 500
Flora Structural
Conifer Wood: DR 1 - 600, MA 600 - 1000, SR 100 - 400, UT 1 - 300
Evergreen Wood: DR 1 - 500, MA 800 - 1000, SR 1 - 400, UT 1 - 300
Decidious Wood: DR 1 - 800, MA 400 - 800, SR 300 - 700, UT 1 - 800
Flora Food
Beans: None
Berries: None
Flowers: PE 1 - 700
Fruits: None
Fungi: None
Greens: None
Tubers: None
Domesticated Corn: FL 1 - 700, PE 300 - 1000
Domesticated Oats: FL 1 - 700, PE 300 - 1000
Domesticated Rice: FL 1 - 700, PE 300 - 1000
Domesticated Wheat: FL 1 - 700, PE 300 - 1000
Wild Corn: FL 300 - 1000, PE 1 - 700
Wild Oats: FL 300 - 1000, PE 1 - 700
Wild Rice: FL 300 - 1000, PE 1 - 700
Wild Wheat: FL 300 - 1000, PE 1 - 700
Creature Structural
Animal Bone: DR 300 - 1000, MA 1 - 500, SR 400 - 1000
Avian Bone: DR 1 - 700, MA 1 - 600, SR 100 - 500, UT 1 - 500
Horns: DR 200 - 1000, MA 1 - 500, SR 300 - 700, UT 1 - 500
Scaley Hide: None
Wooly Hide: None
Bristley Hide: None
Leathery Hide: None
Creature Food
Avian Meat: FL 1 - 700, PE 300 - 1000
Carnivore Meat: FL 300 - 1000, PE 300 - 1000
Crustacean Meat: None
Domesticated Meat: FL 300 - 1000, PE 1 - 700
Fish Meat: None
Herbivore Meat: FL 1 - 700, PE 1 - 700
Insect Meat: PE 300 - 1000
Mollusk Meat: None
Reptilian Meat: None
Wild Meat: FL 1 - 700, PE 300 - 1000
Eggs: None
Domesticated Milk: FL 1 - 700, PE 300 - 1000
Wild Milk: PE 1 - 700
All this was lifted directly from a post on SWGCraft.
EDIT: Poxy forum formatting!
Message Edited by Bucke-Thead on 12-28-2004 02:53 PM
JeCy
Tue Dec 28, 2004 2:50 pm
#10
Nice job mate, though i do have one comment, i know that avain bone is higher than 500 SR i have some : ) but thanks for the work load save.. now i can skip that part, and just go for the what stats to look for, and who to sell too. ***** for you : )
Je'Cy
Bucke-Thead
Tue Dec 28, 2004 4:25 pm
#11
A few things the guy mentions in his original post is that he used formula's to work out a lot of things, so they figures may be out by a few points for the max/min stats. I would assume by the min/max on creature resources he made a few assumptions too. As a weaponsmith however, I found that his stats for minerals and chemicals were fantastically accurate, and helped me come to make first rate weapons a lot quicker than I would have done without this data 
Lunariel
Fri Feb 04, 2005 2:38 pm
#12
JeCy wrote:
Iknow that avian bone is higher than 500 SR i have some : )
Are you sure about that one ? I have a list of over 220 avian bone spawns on my server. The lowest SR was 101 and the highest was 500. And the average of all of them is 301. This list goes back to October 2003.
Anyway this is an excellent post and deserves a bump. ![]()
Lunariel
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