Droid Engineer Archive
Thread: Droids with Crafting Stations
Hey all you knowledgeable DE's here's a question for ya!
If I buy a droid with a general crafting station in it, will the crafting station have better "stats" than one of the public ones that you find in the various cities?
I've read that making a crafting station and experimenting on it now enables the crafting station to give better bonuses when used to make items than one that is of the public type. Does this also apply to crafting station modules?
Thanks in advance!
A Generic Crafting tool lets you make items of X quality (and not higher)
A Specialized Crafting tool lets you make items of higher complexity.
A Specialized Crafting tool in the presense of a public crafting station raises the bar more.
Finally, A Specialized crafting tool in the presense of a private crafting station (which our droids count as) raises the bar all the way up.
-X-
Sorry I dont know the actual numbers, though they are in game (And schematics in your datapad will inform you of what is required to make that item)
If you want to add a couple of numerical values to the crafting station stats:
Ive been able to squeek out droid crafting stations with ratings of 6-7. I may be able to get 8-9 if I can find all of the required materials with ratings of 950+ in the stats that we need. I have noticed that while in the presence of droids made with these stations, the chances of failure have been lower and the chances of good and amazing successes have increased. 5-10 would theoretically be in the top % of ratings that you could achieve wothout getting skill modifiers.
An interesting note though: I recently bought an architect-made crafting station for my shop with a rating of 38.56. This would represent the top % in ratings that you could get from an architect made crafting station. I have not noticed a difference in successes in the two different crafting stations, but I am curious why there is a huge gap between the top numerical values of the two. Maybe you can't compare them though, like apples and oranges. More clarification would be nice.
the only number I see that changed when experimenting is mechanical quality (something like that) and I doubt that is the "rating" like personal station or craft kits. reason being, most of the droid component have that number, but if you experiment on it, it may get higher but it do not effect the status of anything, like a M6 module, you can make it with bad stuff, good stuff, mechanical quality -14 or +8 it's gonna have a rating of 110, so are other stuffs, and I think that experimenting system is totally bogus atm, I do not understand it's logic at all, I would be making the same stuffs with the same materials, first time I experiment one box at a time, andI can get quality from -6 to +1 experimental effectiveness from 16% to 48%. the second time I was lazy so I did all 5 boxes at the same time, the effectiveness only went from 16% to 20%, but the quality went to from -6 to +4.
My assumption is, all craft stations mods are made equal. the mechanical quality is onlya number given to let you know what's your chance to fail your combine, let's say all your final product has a total of -40 mechanical quality, you have a better chance to fail than a total of -10 quality. it's a guess from all the clusters I've made. really don't think there's any difference between any craft mods effectiveness-wise.
These also have Functionality Ratings, so you might want to find a DE who can make one near a FR of 15 (highest when I had mine made). Item storage on these, is great as well.
I have two DZ70's I use. I love 'em! ![]()
ZahrIna wrote:
These also have Functionality Ratings, so you might want to find a DE who can make one near a FR of 15 (highest when I had mine made). Item storage on these, is great as well.
I have two DZ70's I use. I love 'em!
About the functionality rating... that's not entirely true.
We get "Mechanism Quality" on all our modules and subcomponents which we have no clue what they do.
Beside that we can tell you that we managed to experiment a modules to "Effectiveness" Whatever %.
None of these show when you examine the finished droid and the result is unknown.
Some say great experimented crafting-station modules increase their successes, some say they can't see any difference at all from a 1% critical failed crafting station and a 99% great experimented crafting station.
No words from the devs on this either.
Every player can have 5 droids in the datapad, and each droid can have a 10-unit extra storage capacity!
It's a really nice feature, and I'm always surprised that many players aren't aware of it.
You guys do know that you don't need 2 sperate droids for artisan (or any other crafting profession) and for tailoring? I have an R3 with a W/D/G crafting station in them and they allow you to construct EVERY Artisan AND Tailor items.
I use my other 4 mice for crate storage and most requested clothing items that customers can try on first before I craft them one in a specific colour.