Chef Archive
Thread: New chef question
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Vrel
Sun Jul 04, 2004 1:20 pm
#27
ok thank you that is what I suspected but I wanted to ask just in case.
MadKrillian
Sun Jul 04, 2004 1:45 pm
#28
As far as I noticed when I did Chef, no. just like the quality of refined crystal packs dosen't affect saber quality.
Mavrick65
Tue Sep 21, 2004 1:24 am
#29
If I am going to harvest my own resources and have to survey the area for resources does that mean i will need to go up the survey tree in artisan or not?
Message Edited by Mavrick65 on 09-21-2004 09:26 AM
Ikooga
Tue Sep 21, 2004 1:42 am
#30
No
Everyone can place harversters and use them.
There is an advantage though to go up the Survey tree:
With Novice Artisan you have a range of 64m that you survey forresource concentrations. With Survey 2 its 128m (I think) and with Survey 4 you survey in the range of 320m.
So you can still do the same as Novice Artisan you'll just have to scan more often to find out which direction the high concentration is in.
But once you found it it doesn't matter (unless you want to /sample the resources manually, then you're better with survey again), place the harvesters and check them every couple of days
Bossk2003
Fri Mar 04, 2005 8:34 am
#31
Hi I am not a new chef yet but I am harvesting resources so when i am master i can make stuff asap. I was wondering if anyone could help me with a question. I know that the stats that are important are pe/oq/dr/fl but since I been harvesting i see alot of times 2-3 of the stats in the 750-950 but the other stat is low 300-400. I understand that oq is amountpe is buff size fl is duration and dr is filling. So since im not chef im not sure if there is one stat that can be low or not and you could make that up with the experiments. I appreciate all suggestions and remarks. Thanks
ConfusedZabrak
Fri Mar 04, 2005 9:03 am
#32
Would like to know also. so a /bump to keep it up on top.
sciguyCO
Fri Mar 04, 2005 9:13 am
#33
It really depends on what you're making, and the stats of all the resources you use. In general, you can get by with low DR and somewhat low FL.
For example, everyone wants 50 fill brandy. To hit 50 filling only requires roughly 18-20% in the filling experimentation category. You can hit this on initial assembly if your DR/OQ (the stats contributing to filling) are in the 700s. Unless you're working with extremely poor resources, you can usuallyhit 50 fill with only one experimentation point (although this does mean one less point to put somewhere else).
For most foods, lower quantity isn't an issue (especially drinks, since those get a decent boost anyway from casks). Lower duration is almost always an acceptible tradeoff for higher buffs for most customers. Filling is a little tricky. For stat buffs (since those stack), you generally want to hit 50, 33, or 25 to allow 2, 3, or 4 to be taken at a time. For skill buffs (which don't stack) as long as 30 * Filling / 100 >= Duration (which most skill buffs can hit) the food can be taken continuously without long-term increase in stomach space used.
OQ contributes to a lot of categories, so a high OQ can somewhat compensate for mediocre DR, FL, or PE.
Also, you can mix resources low in (for example) DR and FL with resources high in DR/FL (but low in PE/OQ) to hit somewhere in between.
There's a lot of "art" to the SWG crafting system, I really think the best way is to play around with different resources with different stats to get a feel for how stat changes affect the final item.
You can also play around a bit with the "food calculator" page on my "Electronic Cookbook" tool (new version coming soon!), an Excel spreadsheet with a lot of handy tools, including showing the experimental percentages and food stats you get from a given set of resource stats and experimentation.
Kansalis
Fri Mar 04, 2005 9:25 am
#34
It's very dependant on which foods you are making & what your other resources are like, so there's no hard & fast answer to this. I would suggest playing with Sciguy's latest spreadsheet (listed in the FAQ). If you take a look at the FoodCalc sheet in there, you can play with the stats on the resources to see what the final effect would be.
For example, take a look at Pikatta Pie, which is by far my fastest seller these days :
Working as a 10-point chef using 85% nutrition additives :
All stats 900 across the board will give 50% dodge, 22.3 mins, 26 fill
If the Flavour on either the Wheat or the Fruits are 500, you will lose about 1 minute from the duration
If the Flavour on both are 500, you would lose a further 45 seconds (ish).
However, as OQ is a factor in Filling, Buff & Duration, dropping the OQ on one ingredient to 500 would give drop you to 49%, 21.9 mins.
Pretty confusing huh? 
I would definitely suggest you play with the sheets a little as it's much easier to see it 'in the flesh'.
Bossk2003
Fri Mar 04, 2005 6:13 pm
#35
Thanks for both response they really made things seem alot easier
.
golfingtx
Sat Mar 05, 2005 7:12 am
#36
I only use lower stat foods when I make the rarer foods. Everyone makes brandy and canape, so there is a expectation on the stats. When you make something that most chefs don't offer like Won Won or something like that, you can get away with the filling being a couple of points higher or the duration a minute less becaue the customers just don't have any idea on what to look for. Save your better resources for the better sellers and experiment on your menu with the lower stat resources.
waffle2626
Sat Mar 05, 2005 7:33 am
#37
golfingtx wrote:
I only use lower stat foods when I make the rarer foods. Everyone makes brandy and canape, so there is a expectation on the stats. When you make something that most chefs don't offer like Won Won or something like that, you can get away with the filling being a couple of points higher or the duration a minute less becaue the customers just don't have any idea on what to look for. Save your better resources for the better sellers and experiment on your menu with the lower stat resources.
What he said
Eke
Fri Jul 08, 2005 9:13 am
#38
How do I price my stuff I sell?
Where are your prices at?
Message Edited by Eke on 07-08-2005 12:13 PM
sciguyCO
Fri Jul 08, 2005 11:22 am
#39
I usually start with a price based on resource cpu (credits per unit), tissue cost, and manufacturing time, and tack on a profit margin of 50%. If something has a lot of demand, I'll inch up the price, if it doesn't I'll drop the price (but never below a 10% margin, since there's still house/vendor/harvester maintenance and toy purchases to deal with).
I put together a spreadsheet with a lot of useful tools for chefs, including price calculation.It's the "electronic cookbook" link in the "Read this" sticky, and it's gotten some good reviews. 
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