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Thread: n00b question

Total-Chaoz
Sat Aug 06, 2005 6:50 pm
#118

you can wear it, but post cu ones take ca's pre cu take aa's, both let you do jedi specials same w/ ubese bandos




TotalChaoz- Dark Jedi Knight


"I Find your lack of faith, disturbing....."


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Chris-DaMan
Sat Aug 06, 2005 7:06 pm
#119

since only pre cu ones can be prenerfed id go with these


darthfodder
Sat Aug 06, 2005 8:10 pm
#120






Yesac wrote:

Is a mabari Bando considered Clothing or Armor..cant remember..and if clothign i was gonna buy one for my jedi..so it does relate to the thread..lol..figure this thread get my quickest answer





What a noob. Go back to your popcorn.
JaceKren
Sat Aug 06, 2005 8:17 pm
#121






darthfodder wrote:





Yesac wrote:

Is a mabari Bando considered Clothing or Armor..cant remember..and if clothign i was gonna buy one for my jedi..so it does relate to the thread..lol..figure this thread get my quickest answer





What a noob. Go back to your popcorn.






I want some popcorn




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MTVGeneration
Sat Aug 20, 2005 4:12 pm
#122

I am just looking into crafting some stims and noticed that for effectiveness of the stims the important stats are OQ/PE but some resources don't have PE. Which is the important stat then?



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LuCha
Sat Aug 20, 2005 4:46 pm
#123

If there is a stat missing, then don't worry about it


all of the resources with stats are compared and a weighted average is calculated. The final stat is then used in the crafting process. If one of the resources doesn't have one or more of the stats required, then that resource is left out of the calculation. So, for example with chef tissues, 'orgainc' can be wood or bone. Since wood and bone don't have pe or fl, then only the oq is used in the calculations. This means that its easier to find a good resource since you only need a high oq. It also means that the pe / fl of your other resources become more important because of the weighting only using those stats. Its a little confusing, but I refer back to the first sentance: don't worry about it.





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MTVGeneration
Sat Aug 20, 2005 4:50 pm
#124






LuCha wrote:

If there is a stat missing, then don't worry about it


all of the resources with stats are compared and a weighted average is calculated. The final stat is then used in the crafting process. If one of the resources doesn't have one or more of the stats required, then that resource is left out of the calculation. So, for example with chef tissues, 'orgainc' can be wood or bone. Since wood and bone don't have pe or fl, then only the oq is used in the calculations. This means that its easier to find a good resource since you only need a high oq. It also means that the pe / fl of your other resources become more important because of the weighting only using those stats. Its a little confusing, but I refer back to the first sentance: don't worry about it.







Thanks for the detailed reply! Have gotten quite used to Chef so looking at the resources needed for BE and inparticular stims is taking a wee while to get used to!



Sun-Tzu Liao [SFR]
Sunfall RebelsElder & Chef
Kuan-Ti -Jedi Padwan / Lorri Kelmar- Bounty Hunter
Clancy - 12pt Chef/14pt Artisan
-131 2075 Mining Outpost/ 3520 1111 Commerce
Home Is where the Sun Falls


WineGuyJr
Sat Aug 20, 2005 8:10 pm
#125






LuCha wrote:

If there is a stat missing, then don't worry about it


all of the resources with stats are compared and a weighted average is calculated. The final stat is then used in the crafting process. If one of the resources doesn't have one or more of the stats required, then that resource is left out of the calculation. So, for example with chef tissues, 'orgainc' can be wood or bone. Since wood and bone don't have pe or fl, then only the oq is used in the calculations. This means that its easier to find a good resource since you only need a high oq. It also means that the pe / fl of your other resources become more important because of the weighting only using those stats. Its a little confusing, but I refer back to the first sentance: don't worry about it.








I believe you're mistaken about the 'missing' stat. A resource that doesn't have a stat used in the calculation can inherit the value for that stat from another resource in the schematic that has that value. For instance, in a Bacta Jab Enhancer you need 200 units of Avian and 300 units of Reactive Gas. The Gas, not having a PE, will inherit the value from the Avian meat. But in the case of Bacta Infusion Enhancers, neither the Talusian Scaley Hide nor the Reactive Gas have PE. In that case, a value of 0 is used (which is why even with great resources you can't experiment past 66% as 1/3 of the formula is essentually missing).


This is also why the listed formula for determining power (OQ = 2/3 and PE = 1/3) can be misleading since the PE value (when its shared) ends up being used twice and thus ends up being 'weighed' equally with the OQ. Of course, when you have 3 or more resources it gets rather confusing...so it goes.


Anyway, if a resource doesn't have a PE value, just try to make sure that one of the other resources has a nice value to share.



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dzikson
Tue Sep 13, 2005 1:43 pm
#126

I looked around in sticked threads but can't find answer to my question. I just created an alt and I want to do some crafting with him. I'm thinking WS. I know that most important stats for mose ranged guns are OQ and COND but what about resources that do not have these stats. OQ quality is on all resources but COND is not. Lets say a power handler. It requires some gas and some, ore and petro. Those 3 resources do not have a COND stat. So how does that work? Is that part basically ignored so as long as I use ie gas with 900 OQ my product will be high quality???


Also what value you consider high quality? Does it have to be 999 or lets say as long as its over 800 you will use it for high quality items???


And last one, can I find anywhere some reference re subcomponents. Lets say what's the cap on power handler's stats or what power handler stats will cap a particular weapon? Where can I get that info?


Thanks for your help guys.



_____________________________
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dzikson
Tue Sep 13, 2005 1:57 pm
#127


k thnx.


Regarding resources, so there's no guideline you guys use? Obviously 950 will be better than 900 but isn't there a point on that scale that something is good ENOUGH. Will using 999 copper on a barrel make an difference compared to 900?




_____________________________
Siru's Orion
Soon to be the most feared Bounty Hunter in the whole Galaxy!!!
Naaaah............. I don't think I'll be playing anymore. 3 accounts canceled.
Summerflame
Tue Sep 13, 2005 2:04 pm
#128






dzikson wrote:


k thnx.


Regarding resources, so there's no guideline you guys use? Obviously 950 will be better than 900 but isn't there a point on that scale that something is good ENOUGH. Will using 999 copper on a barrel make an difference compared to 900?







The higher resources the better. One thing you need to know is that different resources have different caps. Some Resources have caps all the way down at 100 (or lower) and some caps out at 1k


There is a post about weapon caps around somewhere, but silly me didnt get it added to favourites last time someone was nice enough to link it here (I promise I will remember next time )


the lower the cap the more of a different small improvements does.


GL with WSing its complex, but great fun





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MD_Bathar
Tue Sep 13, 2005 2:07 pm
#129

The guideline I use in regards to resources is the best spawn ever. If I can't find it, I use a 30k deed or trade with someone who does. Even if I have one thats just a few points below the other, I still want the best. But thats just me.... Plus like was said above know the caps of the resources...

Message Edited by MD_Bathar on 09-13-2005 02:08 PM






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Cherisse
Tue Sep 13, 2005 3:00 pm
#130

OQ is primary on most weapons (melee and thrown weapons are different) and as close to 1000 as possible is best.

For the other stats like conductivity, SR, UT, you need to get as close to the resource cap as possible. Each resouce caps at a different number, for example, the SR cap for wood is 700. So if you need SR in wood, you would want as close to 700 SR as possible.

There's a reference on SWGCraft that lists the resource cap for each resource, but you need to login to view the page (membership is free)

Lunariel's Guide to Resource Caps

Message Edited by Cherisse on 09-13-2005 05:02 PM



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