Droid Engineer Archive
Thread: FS & Crafting XP
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DarkRenown
Tue Sep 07, 2004 6:36 am
#14
Ahhh, just found out what the 6 unlocks are.
Apophis, you're right about the unlock. The reason they mention 6 on some other sites, are that you need to unlock 6 branches (4 in one profession, 2 in another, or any combination of 6) and max them out to unlock the Padawan test, hence the 6 unlocks.
So, for Mastering Crafting, you do only need to unlock 4 times, hence 12 weeks. Thanks for pointing that out!
Oh, and another unconfirmed rumour is, if you do unlock your second slot (after padawan test), you get a new Character slot, but no new lots!! Apparently the 10 you already have are available to both characters, so you still only have 10 slots.
No idea if this is true or not, just a rumour I picked up on the Grapevine.
Oh, and thanks to Dashkk for pointing out the Experimentation thing, it does just give you improved chances of Amazing results, not any more points.
All in all, not sure if there is any real benefit to getting Force Crafting Mastery!
Now, if only I had done the Crafter Quest in the first phase of the village, like a muppet I just spoke to the first guy I saw and took his mission, turns out he is the Enhanced Reflexes guy, whoopie! Have to wait 3 weeks to get Crafting guy one!! LOL
R0ZM4N
Tue Sep 07, 2004 9:18 am
#15
Thanks Drawde honey (and everyone else) that was most informative & considering I'm selling all of, oo 2 droids a day? I hardly think it's me you're competing with sweetie 
All the love in the World
Cass
R0ZM4N
Tue Sep 07, 2004 2:35 pm
#16
ok, ok just got to the village, now know how it all works.
erm... crafting branches are completely useless!
Experimentation- Isn't. Just increased chance of Amazing success.
Assembly - Whoop, that's definately worth a 100 hour grind, couple less failures a week, fantastic!
Repair - Last I heard, all experiments showed *no skill* has any effect on a repair roll& even if they've changed that, it's definately useless to DE's.
Technique - Decreases the chance of failures. Sorry, wasn't that what Assembly was for?
They really don't like crafters do they 
I've taken Ranged Accuracy, +12 Rifle accuracy and later +12 Rifle speed will makea real difference to my game, a couple less crafting failures won't...
Now I know what TK meant when he said the crafting rewards were a bit weak.
Go get 'em TK! 
/hugs to all
Cass
OckVofad
Tue Sep 07, 2004 4:00 pm
#17
The original intention of the Experimentation line was to give two extra skill points. At Fan Fest a bunch of people cried about 14 point armorsmiths and the devs took it out.
Thank your fellow crafters for making it useless.
Liamo
Fri Sep 10, 2004 4:19 am
#18
Well, after making 6 boxes for Force Crafting it BETTER do something. I'm taking my time with it and just using my extra XP above master to convert but if I'm doing all this for nothing-I'll be pretty pissed.
More experimentation points wouldn't do any godd for me anyway. I usually have one or 2 left over because it's the resouces that cause the crappy results and if those resouses max out at 84%, having all the extra experimentation points in the world isn't going to get it about 84%
It would be nice if something in this tree will let us get better results with resources. let us make a module a 100% with 990 conductivity-that would be worth it.
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