Doctor Archive
Thread: Profits compared: Rangers vs Doctors
Quote: "so why are you trying to squeeze our profits just to increase your profits"
Thats what every businessman tries to do, but thats not the point right now.
I am, by the way, totally understanding why rangers ask 40 cpu for certain types of meat, you wont hear me arguing about that, its simple demand-supply economics. (I just refuse to pay it.. its too high...why? Read below)
But you know what also is a economic mechanism? raw ingredients and resources always have a lower profit margin then for instance the end product. Why? Because after you harvest it, its done. Finished. You sell it, done.You dont need to craft with it, or run it through a factory.
To end the discussion once and for all to all Rangers who think they should make 40 cpu, because we are making much more in then end:
Lets recalculate our work involved back to aprofit per hour (start of manufacturing to completion of product) to see how much you (Rangers) make, and how much we(Doctors) make. (Lets disgregard time levelling skills & training). Starting point of operations: Coronet.
Rangers Job: one order of7038 units of Avian meat
Selling price:40 cpu, so281520 credits
Time needed to locate resources: none .Doctor has already given you type of meat and which planet, else he wouldnt be asking you....
Time needed for harvesting:4 hours. (I can rack up 2k in 2hours myself, youshould be able to do it)
Travelcosts: 1500 credits (roundtrip Naboo-Corellia)
Bonus: Kaduu missions are 2k each, lets assume you pick up on 15 of those missions, makes you 30000 credits
Expenses: Buffs (not really needed on Kaduu's but lets say you take em for 6k, needed 2 times.One stimpack 1500 credits, weapon costs 20k, 10k camping costs, )
So: Total income 281520 credits, total expenses 46000 credits = 235520 credits pure profit /4 hours =58880 cr/hr (one contract). This means that a Ranger can make 60k per hour , every hour he's on a contract....the larger the contract, the higher the profit because of reduced travelling costs & mission payout and weapon costs...
Doctors Job: Make one crate of each buff pack and sell all buffs
Lets assume this doc gets everything himself except the Avian meat, so not paying for anymore profits to others...
Packs:1 crates of all 6 stats, 25 uses per stat , sell for 1k: Total income: 6*50*25*1000= 7.5 Million Credits.
Total amount of resources needed:
7038 units of Avian Meat (includes one schematic run of each pack)
7038 units of Reactive Gas (includes one schematic run of each pack)
14688 units of Lokian Wild Wheat (816 ABEC's needed)
14688 units of Tatooinian Fiberplast (816 ABEC's needed)
4896 units of Dolovite Iron (306 ASDS's needed)
4896 units of Domesticated Oats (306 ASDS's needed)
9792 units of Herbivore Meat (612 ACRDM's needed)
9792 units of Class 4 Liquid Petrochemical Fuel (612 ACRDM's needed)
Time needed to survey for resources: 1 hour per resource, number of different resources (mine-able): 6 (includes placing harvestor and recollecting it)
Travelcosts: Lets assume Class 4 & Dolovite areavailable and spawned on Corellia, so no travel costs needed there, all other resources (Reactive Gas, and Domesticated Oats) also on Corellia, and good enough to use.
2 Roundtrips toTatooine (Fiberplast: Place, return to Corellia, Collect, return to Corellia) 1500 per roundtrip, 3k total, while Im on Tatooine each time, I can also go to Lok (Wild Wheat), 2 roundtrips again, 3200 per trip, makes 6400 credits. Total travel costs 9400 credits.
Harvestor operating costs: Harvestors are BER13, (2100cr per day,1800 power per day, 18720 units per day on 100% spot)Lets assume average 80% spot, leaves actual BER rate at 10.4 or 14976 units per day.
2 Harvestors(Wheat andFiber) needs to be on for 24h : 2100cr, 1800pwr per harv...
1 Harvestor (Class 4) needs to be on for 16 hours: 1400cr, 1200 pwr
1 Harvestor (Dolovite) needs to be on for 8 hours: 700cr, 600 pwr
1 Harvestor (Gas) needs to be on for 11 hours: 962cr, 825 pwr
1 Harvestor (Domesticated Oats) needs to be on for 8 hours: 700cr, 600 pwr
1 Fusion Harv needs a harvest a total 6825 (+4350 for the factory, see Factory costs) units of power (assuming 500 PE), means 18 hours * 90 cr =1620 credits.
Total harvestor operating costs:9582 credits
TIme needed till we can start producing: 11 hours for the power + 24 hours for the resource mining. So we are ready to start crafting after 35 hours. I disregarded the fact that you could start with recollecting your low yield harvs first, but overall it doesnt matter because you need to wait for the ABEC's until you can craft anything..
Crafting of the schematics for each subcomponent and final packs total 1 hour..
Running the factory: 120 seconds per subcomponent, total number of subcomonents needed: 1834 * 120 seconds = 61 hours of factory running for all subcomponents to be completed. 320 seconds per Enhance-D pack * 300 packs = 26 hours till packs are complete. Total factory running time: 87 hours. Power needed:4350units, maintenance needed:5220 credits
Total manufacturing costs:
281520 (Avian Meat) + 195840 (Herbivore@20cpu) + 9400 (travel) + 9582 (Harvestors) = 496342 / 300 = 1654 / pack
Hours spent till production complete: 105
Selling the buffs:
25 buffs per pack * 50 packs = 1250 customers can be served.
Lets assume all 1250 customers are lined up in Coronet: Time between 2 statbuffs = 20 seconds * 6 * 1250 = 41 hours of nonstop buffing required to sell all buffs...
Total hours spent from start of product till end of sales: 146 hours. 7500000-496342 / 146 =47970 credits per hour
So dear Rangers.... we actually make LESS money with our services then you are...and thats even when I am making the calculations with the ABSURDLY BEST POSSIBLE CASE SCENARIO'S!!! Read the notes below to show you what I left out the calculations...
After 146 hours a ranger would have made 8.5 Million credits and thats 1 Million credits more than a Master Doctor...
NOTES:
1. Disregarded Redeeding costs of a Heavy Harvestor: 4500 credits per harv,7 needed : total costs31500 credits. You wouldnt normally redeed after only one (or a partial) day
2. Made resource availability Super-Best Case Scenario. Normally not all resources are on the same planet and travelling will be much more needed. This also means I assume all extra-rares like Class4 are of acceptable quality... it might even not be, thus increasing production time considerably...also assumed all resources are available on the same day.
3. Disregarded Harvestor purchasing costs, which averages over 110K per harv for a BER13.......
4. Disregarded Critical Failures when crafting schematics....
5. Disregarded Bio Enhanced clothing costs.
6. Disregarded Making of Respacks needed when customer gets a low buff and wants to rebuff.
7. Disregarded Droid battery costs... normally I recharge after each customer.
My main point to be made was that people always think the rest of the materials used in Enhance-packs always grow on trees.. Offcourse we make a profit on those packs, would be very stupid if we didnt, but the ratio's some people think we make are not true. I think I have proved it here, and make you realize what work has to be done by a Master Doctor to provide your daily buffs... So can we make a profit please? Thanks...
Nice, those are some good considerations for a serious buffer. And, it's interesting you post it now, since I am considering a career change and my first order of business would be to get my Master Scout skills back.
I'm a "casual" buffer, so I just make my subs in a factory, and hand combine my buffs. I sell buffs once or twice a week to make some walking around cash, but lately I haven't been selling any.
In the Notes section for myself, I'd have to add "Harvesting meat is a heck of a lot more fun than having a second "virtual job" making and providing buffs". Medical crafting is really a chore to me. I've had a lot of fun being a doc, but selling buffs has lost it's excitement. /bow to the multiple-factory Docs that love their job and make loads of meds to keep the galaxy healthy!
The problem with a player driven economy is that since the majority of players have zero knowledge of economics greed and inflation quickly become the norm and run rampant.
That's why I saw a crafting kit selling on my server for 15K. A CRAFTING KIT.
That's also why the costs of high quailty hide on some servers is now up to 50 cpu. Supply, demand, inflation and a knowledge lack of basic economics. Artisans with no sense of economics and only see "whoa gotta get this resource NOW" offer insane amounts of money for resources (inflation). All rangers harvest it (who wouldn't at those prices) and get rich. Now the ranger is used to making that kind of money for everything else they harvest so they charge 40 cpu for meat. The greed kicks in when someone sits on a huge stack of resources they mined then wait until the shift leaves and then offer it for 18 kabillion cpu.
The cycle continues and prices keep going up and up and up until you have to run 3 sets of destroy missions just to afford a CDEF pistol and a pair of shoes off the bazaar ![]()
Well said Marrow1.
2k of resources @40 cpu = 80K. If it took me 4 hours to collect it, im missing out on almost 500k of income.
You came up with your own means for pricing various things, so did the person collecting that meat for you. Maybe running around talus killing flewts all day isn't their idea of fun, its simply a way of making money for them.
Don't like harvesting the meat yourself? Don't want to pay for a ranger to do it? Then organize a guild hunt. I can't think of one guild i've been in that wouldn't do something like that to collect meat for their doctor, god knows it's going into the buffs that their going to get the benefit of, most won't have a problem helping you collect it for that very reason.
well you turn things to your advantage but you see a fact that buffing isn't profitable for the price they go now 6K a fulll set
why a doc sit at coronet for hours to make 50 K profit an hour when he could just make master swordsman/tk (very fast when you are a doc) take an at st and make solo 200 K an hour on dantoine on janta missions recolting blood and hide in this manner too
many docs have enough to hear other players arguing what !!! only 1420 for this stat !!! give my money back !!!
buffs are way too cheap... 25K a set of high end buffs is a correct price for rentability.
if you compare it to the price of the new food enhencing mind (average 300/400K for a create of 25 stackable by two 400 mind/willpower/focusenhance for 30 minutes, 18 charges), the price is ridiculous.
if i take the same base as for the food mind enh, a complete set of 6 buff will cost.... around 35K so be happy and the chief doesn't have to stay at the starport to buff you !!!
you just forgot something in you math..; efficiency
400K for a create of 25 400 brandy 18 uses 30min duration 49 stomach filling (prices on chimera)
price of one dose : 888 price of two doses (for full 800 buff) : 1776 that enchance 3 stats so 592 credits for a stat for 30 minutes
so our buff last for 3 hours for an average of 1600 to do simple : 592 x 6 (3 hours compared to 30 minutes) x 2 (800 compared to 1600) equals 7104 credat
so the complete buff is worth 7104 X 6 = 42K.... I down this to 35 K to stay raisonable....
if you wanna challlenge higher mob solo or with max two or three poeple (nightsisters, dark jedis force srystal hunters) wear best armor with a helmet sliced in efficiency you have to be mind buffed food in not a boost like muon it is a buff.
prices of brandy are set on prices of muon on chimera so .... like you said it goes down to 300 K a create one day but not now
your right. lol... but how would we figure in the fact that the head only gets hit 10% of the time while hunting...
or figure in the use of meds from that pool,
or the ratio of PvP and PvE, where 10% becomes more like 95%, and what is the ratio of PvP to PvE?,
and so on...
such that the buff of 800 to the mind might be equivalent to a 5000 pt buff or it might not be...
what does that do to our formula?