Doctor Archive
Thread: Crafting Doctor Buff's 101 (A guide to crafting and gathering resources.)
Resource List:
- Requires 22 units of Avian Meat
- Requires 22 units of Reactive Gas
- Requires 1 Solid Delivery Shell
- Requires 2 identical Chemical Release Duration Mechanism
- Requires 2 identical Biological Effect Controller
Resource List:
- Requires 22 units of Avian Meat
- Requires 22 units of Reactive Gas
- Requires 1 Solid Delivery Shell
- Requires 2 identical Chemical Release Duration Mechanism
- Requires 3 identical Biological Effect Controller
Resource List:
- Requires 22 units of Avian Meat
- Requires 22 units of Reactive Gas
- Requires 1 Solid Delivery Shell
- Requires 2 identical Chemical Release Duration Mechanism
- Requires 3 identical Biological Effect Controller
Resource List:
- Requires 22 units of Avian Meat
- Requires 22 units of Reactive Gas
- Requires 1 Solid Delivery Shell
- Requires 2 identical Chemical Release Duration Mechanism
- Requires 3 identical Biological Effect Controller
Resource List:
- Requires 22 units of Organic
- Requires 22 units of Inorganic
- Requires 1 Solid Delivery Shell
- Requires 2 identical Chemical Release Duration Mechanism
- Requires 2 identical Biological Effect Controller
Resource List:
- Requires 28 units of Avian Meat
- Requires 28 units of Reactive Gas
- Requires 1 Solid Delivery Shell
- Requires 2 identical Chemical Release Duration Mechanism
- Requires 3 identical Biological Effect Controller
- Requires 16 units of Domesticated Oats
- Requires 16 units of Dolovite Iron
- Requires 16 units of Herbivore Meat
- Requires 16 units of Class 4 Liquid Petro Fuel
- Requires 18 units of Lokian Wild Wheat
- Requires 18 units of Tatooinian Fiberplast
- Dolovite Iron (Heavy Min. Mining Installation 1 lot)
- Class 4 Petrochemical Fuel (Heavy Natural Gas Processor 1 lot)
- Tatooian Fiberplast (Deep Crust Chemical Extractor 1 lot)
- Lokian WildWheat (High Capacity Flora Farm 1 lot)
- Domesticated Oats (High Capacity Flora Farm 1 lot)
- Reactive Gas (Heavy Natural Gas Processor 1 lot)
- Energy to run harvestors and factories (1 lot I suggest a Fusion Power Generator. They work just like solar and wind, but they rely on radioactive metal)
- Food and Chemical Factory (1 Lot)
- Medium Generic House (2 lots) { This is obviously optional but a medium home stores 150 items and can be used to set up venders as well as store your crafting station and stockpile resources. }
- Minerial
- Chemical
- Flora
- Gas
- Wind/Solar (mattering on what you want to use for powering your harvestors and factories)
- Herbivore Meat (High OQ, get Scout or hire a Ranger/Scout)
- Avian Meat (High OQ, get Scout or hire a Ranger/Scout)
- Food and Chemical Crafting Station
I hope that you find this information useful. If there are any corrections that I need to make I will edit this document regularly.
Message Edited by Vegitaa on 08-26-2004 04:21 PM
This is how I do it (I am a master doc myself and I get my own resources for the buffpacks on wanderhome):
I got two people from other servers to do a cross server lot trade with me, I place houses on my lots on their servers and I let them place factories and houses on wanderhome for me. Ofcourse I must say that these two people are from the same country as I am (The Netherlands) and that makes them more trustworthy to me. Now with all my houses and factories in place I use my own 10 lots to place harvesters. The most proffitable way in the end would be to buy 10 harvesters of each type (brings it up to a total of 40 harvesters) and use only one type of harvesters at once. Why do you ask? The odds that your server gets the best spawns of two different resources at the same time are very small, so why would you want to harvest high quality tatooinian fiberplast with 5 harvesters and some low quality liquid fuel with 5 harvesters when instead you could harvest all the high quality tatooinian fiberplast with double capacity (10 harvesters). This way you get enough resources of each spawn for you to craft medicines from for the next couple of years and you only harvest the quality stuff leaving the rest of the resources for the grinders and novice docs...
This method works best for me and although it will cost you a bit in the beginning (40 harvesters might cost you up to 6mil) it will sure bring the most proffit in the end.
Class 4 is chem, FYI
Vegitaa wrote:
Class 4 Petrochemical Fuel (Heavy Natural Gas Processor 1 lot)
starnarc wrote:
??? gooz hoe doe je dat dan dat cross lot trading
My god what language is that????
Thanks folks. I personally don't do the cross server trade thing. But I do have a few guildies that are willing to help me out with lots. The name of the game is factories, power, and resources. Crafting is not the most exciting thing in the world but it can be quite profitable.
Try swg.dailybuzz.net for current medical resources, complete with quality highlighting (good ones in red, great ones with yellow highlight).
SuperFencer wrote:
First off I really want to say thanks for this post. However I am just starting doctor and I am having trouble finding where the Dolovite Iron, class 4 Petrochemical fuel, and the reactive gas spawns. If any of you could post it I would very much appriciate it.
Thanks
A fusion on a 70% deposit:
- Base ER: 14
- Actual ER: 9.8
- Redeed Fee: 3000
- Est. Capacity: 100000
- Maintainence per Day: 1440 credits
That's going to take a little over 7 days to fill to capacity: Capacity(units)/(AER(units/min)*60min/hr*24hr/day)
The base CPU = {(Maintainance * Days to Fill) + Redeed + Travel Budget(0) + Your Time(0)}/Capacity = 0.1320 CPU
Lets say you have a 5K travel budget and you pay yourself 5K for the time it took to find a good deposit. That adds 0.1 cpu to the cost for .2320 cpu. Keep in mind that this is not power unit CPU but resource unit CPU, and also keep in mind both the travel budget and time is divided by the number of harvestors you place. In this instance I only used one to inflate the cost.
I bought a lot of medium harvs not heavies because I couldn't afford them. So again lets place it on a 70% deposit:
- Base ER: 10
- Actual ER: 0.7
- Redeed Fee: 3000
- Est. Capacity: 50000
- Maintainence per Day: 1440 credits
- Power per Day: 1200 units
Thats going to take a little under 5 days to fill to capacity. That equation is the same. The base cpu calculation is slighty different. The original equation is then added to:
(Power Used per Day * days to Fill * Cost per Unit of Power)/Capacity
The result base CPU = .2186 cpu
Lets factor in some travel time, etc for both the power harv and the mineral harv placement. Again I'll use the same numbers.
1 harvester: CPU = .4305
3 harvesters: CPU = .2971
5 harvesters: CPU = .2705
10 harvesters: CPU = .2505
There are a lot of things I did to inflate the price. One, a harv placed at the beginning of a spawn usually will fill over capacity. Two, I'm using CPU of harv'ing resource units not power units when gathering radio. Three, under-estimation of harvester capacities. Lastly, in all my calculations I'm going to assume one only used 1 harvester to gather a resource (.43 cpu).
To inflate the price of a buff set I'm going to assume all buffs have 3 ABECs and use 28 units of gas and avian. That yields a total of 200 units per buff so 1.2k units total (excluding meat) in a set. Total cost = approx 517 credits so far.
When you begin to factor in factory costs, (I believe maint is 60/hr and power requirements are 50/hr if I remember correctly) you can see that it is still pretty inexpensive. The longest copmonent that it took to make in my factory was 144 seconds * 6 components in a buff * 1min/60sec * 1 hr/60min = .24 hrs for the manufacture time for the components of one buff pack. .24 hrs * (60 $/hr + .2320 cpu power * 50 power/hr) = about 17 credits per pack * 6 packs.
Subcomponent factory cost: $103.11
Total Cost per Buff Set so Far: $619.69
It takes me a little under 5min for my factory to make 1 pack. 5min = 0.0833 hrs. Plugging it into the equation above = $5.97 per pack, $35.80 per set.
$655.49 so far. Ohhh I forgot something, the 20 charges per a set this lowers the cost to: $32.78
WOW!!!! I've paid 12k for something that only costs $32.78 excluding meat?!?!
There are 360 units of meat in a buff set or 18 units per charge. Lets look at different CPUs for meat and how they affect the price:
Price per Charge:
200 CPU: $3632.78
100 CPU: $1832.78
50 CPU: $ 932.78
25 CPU: $ 482.78
There was some good herb meat a little ways back that was going for 40 cpu on my server. So I can safely say that a buff set costs the doc about 900-1800 credits per charge if s/he buys meat and harvests resources. Docs that harv everything have even less expenses. Less then the 25 cpu mark even if you included travelling, their time, and weapon and armor degradation. Way less then the 25 cpu for meat. Changing it over to a doc that buys everything (changing the 32.78 to 180.00) barely effects the final price (from 900-1800 credits to 1100-2000 credits).
Thryss wrote:
I like the post but I don't understand how it costs 12k per buff. Please help me understand this. I realize that prices are probably inflated on every server but I've done a lot of resource harvesting and have some numbers. My numbers are pretty much based on checking for yourself or using online resources to see if a new resource has moved in and getting your harvs on it right away, so they can be filled to capacity and more.
I just omitted your formula for the fact I hate long quoted posts...lol.
Yes, to actually make buff packs, it is very cheap. I will not argue that point with you, your calcuations looked sound and I couldn't really find fault in your logic.
One thing that does need to be considered though, is the new docs that werent harvesting xx lok wheat or have no supply of xx dom oats. On Lowca, the lok wheat has been real crap forever, we finally just got a damn good shift in. I am talking a year drought almost. Some decent/ok stuff, but nothing uber or even close. Now this stuff is sure to sell for 20-50 CPU (im horrible at resourse pricing with inflation.../shrug). I was lucky, found it when it first shifted in, and with the help of my guild, get 16 med/large harvestors on it. If i didnt, and needed to buy it becuase of any reason:
- Went on vacation
- Dropped doc for a month to explore new profession
- Just started the game, and wasnt able to mine it
- Hurricane came thru and no cable access for 10 days (DAMN YOU IVAN!!!)
So, you can see there are all sorts of reasons to have to buy resourses. Yes, personally harvested resourses, and hunted (real PITA to drop artisan for scout to hunt, turn around and pick up artisan again to survey) will have a very cheap net result.
So what if you pay 12k for buffs??? Even at low level, you should be able to afford that, and then turn that 12k spent into 100k running missons, over 500k at master level on dant/dath. Even for a noob, running 2k misison outta Moeina gets 4k every 10 minutes killin chuba lairs. 2 sets of missions and he can then afford that uber looking Chitin armor he saw on the bazaar, 2 more sets and he can rebuff after this one, and still has LOTS of time to earn more $$.
I dont do buff lines anymore. My price is set..well..sorta. 15K-20K depending on my mood. I tend to ignore people asking for buffs, especially if there is a doc around doing the buff line. I only buff myself, friends and anyone grouped in a PvP raid.
Bottom line: You dont wanna pay 12k, or 15k for buffs?? Drop that melee stacker prof (you dont need TKM/Master Fenser/Pikeman/Swords...etc to be effective) and grind out doc. Then YOU spend the money, time, headache making your OWN buffs, and see why 12k is not such a big deal to pay. For 12k, people get 3+ hours of pure cash making ability. 12k is nothing.