Business And Economy Archive
Thread: Credit Making 101: The Attachment Market
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Phaelyn
Tue Mar 08, 2005 2:43 pm
#1
Many people are concerned nowadays with the state of making Credits within the game. While there are plenty of ways, I am not going to be rehashing them here. I highly suggest you seek out RelicOMO's "How to make 1 Million", "How to make 10 Million" and "How to make 100 Million" posts in this very forum, as they will give you a good basis on how to do those very things.
I will be concentrating on helping the Business Forum readers on knowing which items are worthwhile to be sold either in-game or via your specific Galaxy Trade Forum. This article outlays which Attachments actually work at the moment, and therefore will hold value for your potential buyers.
The first thing to know is that generally, the higher the Modification number (Mod), the more the Attachment itself is worth. A +2 to Weapon Experimentation is good, but a +10 or higher is very rare, and therefore extremely sought after, and valuable. In addition, certain Attachments hold a higher value than others. Experimentation Skill Mods are generally always highly sought after, and therefore more valuable. Certain Professions also depend on Skill Mods to increase their inherent abilities - The more active the Profession is, the higher the value. If you get some of these Attachments, and wish to Market them, use your specific Galaxy Forum as research material, to see what you could sell the item for. Get to know the Search function on the Forums as well, because it can make your study much faster. I did not assemble this list - I merely display it here for this community. All thanks to the original poster.
Experimentation and Assembly Skill Mods
* Weapon Experimentation and Assembly
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Repair Skill Mods
* Weapon Repair
* Armor Repair
* Clothing Repair
None of these mods do anything. They have been tested extensively and serve no purpose.
Other Artisan Related Skill Mods
* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisian surveying 4 anyway so take that into consideration.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Also Medicine Use was nerfed and no longer functions.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and don't do anything, combat medicine effectiveness probably doesn't work and but is hard to properly test. I wouldn't lay down any serious credits for this skill. The second mod up there works just fine.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effecitve they are since they don't really do much anyway. I'm leaving them green since we know they do function.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I beleive is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundany since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weidling it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up)
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine, but the posture change (up) is basically useless because you are rarely (if ever) forced up by an attack.
Melee Skill Mods
* Unarmed Speed
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Melee Damage Skill Mods
* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but only the first one actually does. I beleive the devlopers removed the last three mods completely when they removed them from the skill trees. This is the source of much debate, but it has been tested time and time again. Do not get duped into buying skill mods for any of these except unarmed.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the proper weapon equipped.
Commando Related Skill Mods
* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have their own mods, such as flamethrower accuracy, flamethrower speed, etc.
Bounty Hunter Related Skill Mods
* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work, including speed, but currently adding speed actually slows down the droids! This makes it a functioning but worthless mod until the skill itself is fixed.
* Weapon Experimentation and Assembly
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Repair Skill Mods
* Weapon Repair
* Armor Repair
* Clothing Repair
None of these mods do anything. They have been tested extensively and serve no purpose.
Other Artisan Related Skill Mods
* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisian surveying 4 anyway so take that into consideration.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Also Medicine Use was nerfed and no longer functions.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and don't do anything, combat medicine effectiveness probably doesn't work and but is hard to properly test. I wouldn't lay down any serious credits for this skill. The second mod up there works just fine.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effecitve they are since they don't really do much anyway. I'm leaving them green since we know they do function.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I beleive is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundany since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weidling it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up)
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine, but the posture change (up) is basically useless because you are rarely (if ever) forced up by an attack.
Melee Skill Mods
* Unarmed Speed
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Melee Damage Skill Mods
* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but only the first one actually does. I beleive the devlopers removed the last three mods completely when they removed them from the skill trees. This is the source of much debate, but it has been tested time and time again. Do not get duped into buying skill mods for any of these except unarmed.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the proper weapon equipped.
Commando Related Skill Mods
* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have their own mods, such as flamethrower accuracy, flamethrower speed, etc.
Bounty Hunter Related Skill Mods
* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work, including speed, but currently adding speed actually slows down the droids! This makes it a functioning but worthless mod until the skill itself is fixed.
Message Edited by Phaelyn on 03-08-2005 05:29 PM
Milgram
Tue Mar 08, 2005 5:47 pm
#2
Nice work dude. One suggestion I would make is to discuss the process of breaking attatchments, as in getting the +3 experimentation to shine from behind the +4 rifle crawl speed.
Phaelyn
Tue Mar 08, 2005 11:32 pm
#4
Nnekk wrote:
He did no work. This is simply a copy and paste job.
Yeah, I did the work of moving it to the forum
- To the first poster - I will find the information, and add a clicky to it from the main post.
bluejanus
Wed Mar 09, 2005 12:13 am
#5
I believe this information comes from the Bloodfin Trade Forums, posted by kayxfour.
Message Edited by bluejanus on 03-08-2005 11:15 PM
BHPansy
Wed Mar 09, 2005 5:47 am
#6
Wherever it comes from, it's good info(even if it did leave me disappointed that I'd looted another worthless AA)
wyrwulf
Wed Mar 09, 2005 6:14 am
#7
I dont see how this has anything to do with making money, but there are alot of great guides on SEA's, maybe in the Game Guide's forum. Here is another one you might want to look at.
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=210760
Phaelyn
Wed Mar 09, 2005 7:22 am
#8
wyrwulf wrote:
I dont see how this has anything to do with making money, but there are alot of great guides on SEA's, maybe in the Game Guide's forum. Here is another one you might want to look at.
http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=210760
The point is simple - Many people in game are saying they can't make credits. By giving people examples of items in game that work, maybe they won't be wasting their time. Out fighting, they get an AA. Not knowing anything about their value or LACK of value, they either ditch them, or put them on Bazaar for 6k. Spreading this type of information will save people time AND credits.
If it's a waste to put up for sale even on the Bazaar- This information at the very least saves their Bazaar fees.
Phaelyn
Wed Mar 09, 2005 7:25 am
#9
bluejanus wrote:
I believe this information comes from the Bloodfin Trade Forums, posted by kayxfour.
Message Edited by bluejanus on 03-08-2005 11:15 PM
Again, I never claimed I wrote this piece, I quite specifically tell people that in the post. And, to be exact, the ORIGINAL information came from somebody on Starsider, and not kayxfour.
Novacrown
Wed Mar 09, 2005 8:33 am
#10
Thanks for digging up this information. Now I know that EVERY single attachment I have looted it completely worthless
, except for my Rifle Speed +1
(which is the most valuable one I have, but I use it for myself so it wont make me any money).
Why still have attachments drop with these worthless mods on them? These items are generated when we loot them, it's not like they are actually physically left-over from beta. It just doesn't make sense how these worthless mods still drop. Oh well.
Why still have attachments drop with these worthless mods on them? These items are generated when we loot them, it's not like they are actually physically left-over from beta. It just doesn't make sense how these worthless mods still drop. Oh well.
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