Artisan Archive
Thread: Dazed and Confused
Ok. Ok......Ok
Ive never even thought about playing any form of crafter before. ive always been a straight up combat fiend in the MMOs Ive played previously, and here was too be no different. I was about too start an Imperial PA and kick some arse, etc etc, however RL contraints have removed this ability, and I no longer have the time for faction stuff.
So I though hard about what I would like too do, and Id love to run my own bar. Not a cantina, as that would require a city etc and Im not into that, just a nicely decorated house, with a single vendor hawking drinks. So I thought, "no problem! Ill just grab artisan 0440 and Im sorted". Hmm, not. I also need chef skills(the tree with all the classy beverages), but Im fine with that, Ive worked it all out and I can have the character I want and still have the points for the artisan stuff.
Herin lies the problem: Ive never been so stupefied in all my life. Percentages, surveying, sampling, resource shifting, ferrous, non-ferrous, known, unknown, ahhhhhhhhhhhhhhhhhhhhhh! I have no idea what Im doing. Ive tried looking around SWGcraft.com and the like, but I dont understand what they're on about.
Can anyone direct me to a guide to SWG crafting that is geared towards the TOTAL crafting n00b. All I want to do is run my bar, but Im determined to make a go of this drink brewing malarky. Any help is much appreciated.
Now you understand why people choose to do the artisan thing. Because its complicated. Ok, so here's what you really need to know:
Percentages: There are several places where percentages will be significant to you.
First is during surveying. The percentages displayed when you survey are an indication of how much chance there is that you will pull the maximum amount of resource you are currently capable of pulling, each time you do a sample in that spot. Same for harvesters placed on that spot.
Next is crafting. When you look at an item you are thinking of crafting, in the lower right pane of the crafting window is the list of components needed.At the bottom of this pane, there may be a section that says something like: Experimental Charges -- Potential energy 60%. There will be a statistic attached to the resources you use that is named Potential energy.(ifyou use something that doesn't list it, you can treat it as if it were zero...) What the percentage in the crafting windowis saying is that the potential energy is responsible for 60% of the number of charges in the finished product. The higher the potential energy, the greater the number of charges you get when you are finished. If a statistic on your resource is not listed in the crafting screen, then that statistic is irrelevant to the finished product.
Resource shifting is no big mystery. Each resource appears, stays for a random amount of time, and then disappears. If it didn't work this way, everyone would learn where the best resources are, and only the quickest would get room to put up harvesters there. They would have an unbreakable monopoly. Instead, the resources move around, so everyone gets to have a chance to put up harvesters in a sweet spot... they just have to find where the new sweetspots are, first... If you need a particular resource, you have to survey for it, find a good spot, and put down a harvester. This process is required each time the resource list changes. (What just disappeared is not likely to re-appear elsewhere, but something suitable probably will... there are some resources that only pop once in a while. Rarity makes them expensive. People mine them, and then sell them at a huge profit when there have been none available for a while)
Ferrous, non-ferrous, known, unknown... these are all types of resource. Some recipies call for gas...any gas will do. Some call for inert gas. Reactive gas will not do, but any inert gas will... One ortwo recipiesmight specify that it has to be a KNOWN inert gas. Some recipies call for metal. Any metal will do. Some call for ferrous. Iron or steel will do, but not copper or aluminum. Some are very picky, and insist on aluminum. Nothing but aluminum will do.
The artisan profession is a profession of nitpicking. To make the best stuff you can, and thus geta customer base,you have to consistantly use the best ingredients for whatever you are making. You have to experiment. You have to be able tofigure outwhich resources you should just mine a little of, and which youshould hoard. (A medic would want to hoard a 990 potential energy resource, for instance, since potentialenergy isneededfor the quality of their medicines...) You may even have to make use of those skill enhancers the fighters are always looting... which means buying them from fighters.
Message Edited by Jenden on 04-04-2004 10:12 AM
you need to build 5 Droid Combat Modules. Put 3 of them in a Combat Capable Socket Cluster. Then in the final build add the Combat Capable Socket Cluster (which houses 3 Droid Combat Modules) and the remaining 2 Droid Combat Modules will go in the 2 slots that are left over for modules. You'll also have 2 slots open for Armor Mods. I have my Probot ADV's up to 151-160 Damage 0.75 speed with a Combat Rating if 535 and they are selling pretty well.
Hope this helps,
Adalis
Master DE
Starsider