Doctor Archive

Thread: Buff Pack Pricing and using avian in Action packs

Nornerator
Wed Dec 29, 2004 8:46 am
#1


Just another helpful hint:


Some doctors like to use avian in their buff packs however this is very costly and can raise the cost of production by atleast 4400 (assuming you dont pay extra to use the same reactive gas) per pack. So if you are doing a run of 100 sets, that is 440k more that it costs you. At 114k a pack, thats 11.4 Million total revenue.


Estimated Cost is 50k a set just for the resources.


Add in the fact that you need several factories (minimum of 3 in order to get anything done in a relatively short amount of time) This is an inconvience to have lots taken up so lets add 5k to the cost for inconvience.


Then the power and Maintenence: Typically per 100 sets I need to pump in a total of 100-150k in maintenence/power so 1k-1.5k more per pack.


And then lost resources due to crafting "fudge factor" typically around 200k in resources. add another 2k to the cost of each.


Add in the cost of SEA's needed for experimentation and assembly 25-50 mill to be a 12pt doc. Lets say you want to make it back within 2000 sets of buffs. Using 35 million, thats another 17.5k a set.


And then of course is the time factor, it takes a long time crafting, gathering resources, bidding on auctions, waiting for factories, having to do several factory runs. etc etc. add in 35k for time per pack.


add in 1k a pack just for the backpack.


And the total is 111k per set(if you using avian and reactive gas in your action packs)


and its only around 106k per set if you take the time to find other resources for your action packs.




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GrafvonSoden
Wed Dec 29, 2004 10:25 am
#2

To some of us, its not all about the bottom line. It's about pride in your work and service.
Ojes
Wed Dec 29, 2004 11:14 am
#3

Unlike the prior response, I do not have a problem with keeping an eye on your cost and return on investment. After all, by the time you get to the point of making 100 sets of buffs, you are running a business (unless you intend to personally take the approx 50 hours to buff them out yourself).


That being said, I think a couple of your figures are inaccurate.


1) Your greatest cost savings that you are missing is in the machine harvestables. Since there are 1098 units of machine harvestable resources that go into a set of buffpacks, you only need to lower your cost on these by 4cpu to cover the added cost of the 22 avian you will be putting into the action pack. Based on your 50k cost per set, it looks like you are paying quite a bit for machine harvestables (10cpu for these and 60cpu for herbivore meat). With a little cooperation/networking, I am sure you can get that cost down to 5cpu or even less. You will have to settle for what is currently available, but in time you will have the best around and your cost structure will be much better.


2) Factory power and maintenance does not cost 100-150k per 100 sets. To make 100 sets, you need to make 600 aSDS, 1200 aCRDM, 1600 aBEC, and 600 final assemblies. That is a total of 4000 items.I will assume each item take 400 seconds (estimating very high). That means it will take 1.6million seconds to run it, or 444.5 hours. At 60 credits per hour, that is 26667 credits for maintenance. At 50 power per hour, that is 22222 units of power. Although I am not on your server, I seriously doubt that you are paying anything more than 2cpu for power. At 2cpu for power, your total cost for power and maintenance is 71111 credits. Again, you should look into securing better deals on bulk power purchases if you are paying more than 1-2cpu for power (and make sure it is radioactive power with high PE foreven greater costsavings).


3) At your resource cost of 50k per set, you have a crafting "fudge factor" of 4 whole sets (24 individual pack failures). I have had a few strings of bad luck in crafting, but I don't think I have ever had 24 pack failures in trying to make buffpack schematics. Perhaps my standards are too low, but if I get all great successes, I at least prototype the pack. Iwould probably even make a schematic from it since the only difference between great and amazing successes is in the number of charges that you get. I don't find 200k to be a reasonable cost to get another 1-2 charges on my packs. If your experimentations are less successful than that, I would suggest upgrading your crafting tool/station and possibly trying out a city with Research Center specialization (though I have not noticed a significant effect from it personally).


4) The 35k for time that you have added in is what your craft is. I agree that all of the things that you listed are quite time consuming, but I find the hunt for resources and the coordination/scheduling of production runs is what I enjoy most in this game. I like running my little buff shop. If you don't, then perhaps this is not the right profession (just my opinion)...





while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
Niles2828
Wed Dec 29, 2004 11:20 am
#4






GrafvonSoden wrote:

To some of us, its not all about the bottom line. It's about pride in your work and service.







/applaud


If you do happen to focus on the bottom line, why not collect your own avian resources? Then you can use them in whatever packs you wish without worrying about cost.




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Marrow1
Wed Dec 29, 2004 11:43 am
#5






Niles2828 wrote:





GrafvonSoden wrote:

To some of us, its not all about the bottom line. It's about pride in your work and service.







/applaud


If you do happen to focus on the bottom line, why not collect your own avian resources? Then you can use them in whatever packs you wish without worrying about cost.






I take a lot more pride in making an action pack that hits within seconds of the others with as high or higher power than the other packs but has used very different resouces. It has become the only interesting thing in the entire doc line up to craft. For anything else all you do is try to max out as many stats (power, duration, etc) as you can. The action pack is much more difficult and rewarding because you are trying to hit a target that has several clear upper and lower bounds.


Believe me when I say that when you make an all vegie (no avian or herb) action pack that hits only seconds longer than you other packs and has a bit more power than the other packs you will take a lot of pride in that pack, far more than you have in the avian packs.






__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Rere
Thu Dec 30, 2004 1:21 am
#6







Marrow1 wrote:


I take a lot more pride in making an action pack that hits within seconds of the others with as high or higher power than the other packs but has used very different resouces. It has become the only interesting thing in the entire doc line up to craft. For anything else all you do is try to max out as many stats (power, duration, etc) as you can. The action pack is much more difficult and rewarding because you are trying to hit a target that has several clear upper and lower bounds.


Believe me when I say that when you make an all vegie (no avian or herb) action pack that hits only seconds longer than you other packs and has a bit more power than the other packs you will take a lot of pride in that pack, far more than you have in the avian packs.



QFE



Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

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