Doctor Archive

Thread: Crafting blunders

crazyrobo
Mon Aug 18, 2003 9:18 pm
#1

Well, I'm in game right now, so I'll make this short:


Does the quality of a crafting station and crafting tool effect the ablity for success on experimentation and item creation? The chemical crafting tool that I'm using now is around 8.5, and my crafting station is 7.3. Do these variables effect the crafting of the meds?

Ldwater
Tue Aug 19, 2003 2:21 am
#2

Mmmm, interesting. Im not sure ive heard anything about the quality of the tool effecting the quality of the item.


Good post, I think I may look into it




-ldwater
Necrofiliak
Tue Aug 19, 2003 2:26 am
#3

yes it does. but since im a master doctor i usually almost always get great sucesses for everything anyways. i wish stims were more randomized like power ups. designing stims is so boring. i can always reproduce the same schematic without even trying.
lund0529
Tue Aug 19, 2003 6:58 am
#4

I think it's supposed to but doesn't appear to actually do so yet. From what I can tell, the scale runs from about -15 to 15
dossw
Tue Aug 19, 2003 7:04 am
#5

I have noticed that if I craft from my home crafting stations I get much noticable success than if I use a crafting station in town. Friend of mine that is an Armor Smith has stated the same thing as well. I did not even think to try and make sure my tools were the highest possible. I will be checking on that tonight!



Elrod Medpack

Slimjim_Iapkre
Tue Aug 19, 2003 1:04 pm
#6

I just found out about this a few days ago and had a master artisan craft me some 15 quality food/chem tools. I definitely noticed a much lower crit failure rate then I had on my previous tools (which were all at like -10). SoI think it does make a difference.



SlimJim Iap'kre

Quality Stim shop selling 400+ stim B's and 600+ stim C's
In Mos Nihil, Tatooine at 275, 5365
and in Sanctuary, Corellia at -1591, -4626
lund0529
Tue Aug 19, 2003 4:02 pm
#7

My 95% Weapon, Droid and General Item Crafting tool is 13.68.


13.68 / 0.95 = 14.4 (theoretical linear max)


It's the same on two different tools that have 95% EE. One has 25% Durability and the other has 27%. If it really goes to 40, the scale must not be linear.

amh9876
Wed Aug 20, 2003 12:44 am
#8






lund0529 wrote:
I think it's supposed to but doesn't appear to actually do so yet. From what I can tell, the scale runs from about -15 to 15





Actually the scale for crafting stations runs from -15 to about 40. I keep missing out on the 20-40 stations.


I can't prove it, but I'm postive I'm getting lower % to fail on experiments since I switched to better crafting tools & stations. What used to give me a 31% chance to fail on a -11 tool and a public craftin station now gives me 0% to fail on a 0 tool and a private 6% station.


Of course, like all things logical, it doesn't necessarily apply to SWG - 0% doesn't mean never fail...




===============================================
Fenster

Visit Grehe's Tent in Riverlands (just off the shuttle)
Millions of Resources - all 3cpu or less!
Loot items at VERY reasonable prices!
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Larrad
Sat Aug 23, 2003 6:30 am
#9

I am not quite understanding the concept of playing with the experimentation of an object that I have crafted from my generic crafting tool...does it depend on the object being crafted? The resources being used? Every object that I have crafted always skips to the final step to create. Thank you for your help in this matter.



Larren.

Ka0s64
Sat Aug 23, 2003 6:40 am
#10

You can't experiment on an object created with the generic crafting tool. You have to use a specialized crafting tool in the presence of the appropriate crafting station. Hope this helps!




-Baraka
Kraytian Republic Master Weaponsmith
DarthFerguson
Sat Aug 23, 2003 10:23 am
#11

And another tip. One I had a huge problem with. To create and experiment of generic items. Use the weapon, droid, and general crafting tool. Took me a while to figure that out.



---------------------------------------------------------------------------
Staff Sergeant Kastore Nuktan
Master Bounty Hunter
City of Darkness, Talus
Eclipse
buffbc
Mon Sep 22, 2003 11:44 pm
#12

Ok, silly question.


Is it better to have a - or a + crafting station? I just started making them, and it seems weird that an amazing success with good experimentation ends up -11%?


I figured that a +20% has less chance of failing than a -20%? Very confusing. And of course I cannot find any documentation on it anywhere.


Joeble




Joeble
Master Architect/Master Artisan//Merchant/Pistoleer
Zarlor
Tue Sep 23, 2003 5:42 am
#13

Crafting TOOLS run -15 to +15.


Crafting STATIONS run probably around -15 to +40.


All dependent upon the resources used. Not sure about the station schematic, but a 1000 Conductivity Metal on a crafting tool with enough experimentation points available would yield an artisan a +15 station.


And yes, + is what you want.


I don't have the numbers with me, but it's an easy test. Get a bad tool and a bad station, and a good tool and a good station and make 10 things. I'll bet you any money that you will get more crit failures on the -tool and station than and mroe great and amazing successes on the +tool and station. So yes, in my experience and testing the +items do provide, in some cases a significant, improvement.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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