Ranger Archive
Thread: A Ranger Creature Resource Guide
KaiRaene
Sat Oct 16, 2004 4:36 am
#40
The reason why you cant find scaley hide on the bazaar is because the drop rate is so ungodly low. It drops from spineflaps, rawls and maybe a few more tho I cant quite recall what.
As for adding Tailor. Yessir
Thanks for the imput. I hadnt quite thought to include them since stats have no real use in them.
Actualy tho, the armor padding(not sure if thats the right name) does require stat importance and can be experimented on. Could you list items used for those if they arent listed already? Also, taking into mind its used for armor I guess OQ, SR being most important with UT being last.
Its used for wookie armor so we shouldnt forget our big hairy friends.
As for adding Tailor. Yessir
Actualy tho, the armor padding(not sure if thats the right name) does require stat importance and can be experimented on. Could you list items used for those if they arent listed already? Also, taking into mind its used for armor I guess OQ, SR being most important with UT being last.
Its used for wookie armor so we shouldnt forget our big hairy friends.
BioTamer
Sun Oct 17, 2004 12:04 am
#41
KaiRaene wrote:
As for adding Tailor. YessirThanks for the imput. I hadnt quite thought to include them since stats have no real use in them.
Actualy tho, the armor padding(not sure if thats the right name) does require stat importance and can be experimented on. Could you list items used for those if they arent listed already? Also, taking into mind its used for armor I guess OQ, SR being most important with UT being last.
Its used for wookie armor so we shouldnt forget our big hairy friends.
15 hide, 10 wooly hide per "padded armor segment"
Armor Effectiveness: 50% OQ, 50% SR
Now, Armorsmiths have told us they only care for us to get the base effectiveness to as close to 4% as possible. So realistically, these are the only 2 stats that matter.
Thanks for including us Tailors. We need ungodly amounts of hide, so for those young Scouts/Rangers who can't hunt the beasts under contracts due to difficulty, hunt anything, a Tailor will happily buy your hide for up to 10cpu.
voydangel
Thu Oct 28, 2004 1:55 pm
#42
I am a master AS and WS and have been having 'fun' trying to get good quality resources...so I came up with this...If anyone wants to add or change anything, please post and I will try to update as much as possible.
Weapon and Armor crafting, although requiring very different resources, with different stats, for different reasons, are still quite similar. In this message I will discuss armor crafting specifically because the purpose of this post is to get people to understand what we need so they can supply us with the best possible hides.
When crafting armor, you need hide, lots of hide. And on that hide, there are only 4 stats that make a difference. OQ, SR, MA, and UT. All 4 have possible ratings of 1-1000.
Overall Quality (OQ): This stat makes up 50% of the effectiveness, resistance, HAM encumberance, and durability (condition) all by itself. Without a high OQ, the hide is effectively worthless. The remaining 50% for each of these attributes of the armor are derived from the other 3 stats as follows. Low OQ = junk.
Shock Resistance (SR): This stat makes up the remaining 50% of the armors effectiveness and resistances. This makes the armor absorb more damage, and because the amount of damage absobed also dictates how much condition the armor looses per hit, it also indirectly affects the condition. Higher SR = higher damage absorbsion.
Malleability (MA): This stat accounts for the remaining 50% of the HAM encumberance costs of the armor. It is also rumored (RUMORED!!) that this stat affects success rates when trying to repair the armor later down the road. Higher MA = lower HAM costs.
Unit Toughness (UT): This stat affects the remaining 50% of the durability (condition) of the armor. It is the least important of the 4 stats as the other 3 stats directly or indirectly affect the condition anyway, and the condition can be expirimented up during the crafting process...
And again: armor requires lots of hide, so generally, any time you get hide it needs to be in very large stacks. A stack size of about 1k is the absolute minimum.
The order of preference for hide type is: Wooly/Leathery Hide tied for first, with Wooly in a slight lead. This is because Composite Armor requires Wooly hide, and Ubese requires both Wooly and Leathery.
Followed by scaley/bristly in a tie for dead last. Dont bother getting bristly or scaley unless someone specifically asks for it. This is because (generally) only the less used armors require these types of hide, such as chitin.
So there you have it. A crash course in hide collecting for armorsmiths.
Weapon and Armor crafting, although requiring very different resources, with different stats, for different reasons, are still quite similar. In this message I will discuss armor crafting specifically because the purpose of this post is to get people to understand what we need so they can supply us with the best possible hides.
When crafting armor, you need hide, lots of hide. And on that hide, there are only 4 stats that make a difference. OQ, SR, MA, and UT. All 4 have possible ratings of 1-1000.
Overall Quality (OQ): This stat makes up 50% of the effectiveness, resistance, HAM encumberance, and durability (condition) all by itself. Without a high OQ, the hide is effectively worthless. The remaining 50% for each of these attributes of the armor are derived from the other 3 stats as follows. Low OQ = junk.
Shock Resistance (SR): This stat makes up the remaining 50% of the armors effectiveness and resistances. This makes the armor absorb more damage, and because the amount of damage absobed also dictates how much condition the armor looses per hit, it also indirectly affects the condition. Higher SR = higher damage absorbsion.
Malleability (MA): This stat accounts for the remaining 50% of the HAM encumberance costs of the armor. It is also rumored (RUMORED!!) that this stat affects success rates when trying to repair the armor later down the road. Higher MA = lower HAM costs.
Unit Toughness (UT): This stat affects the remaining 50% of the durability (condition) of the armor. It is the least important of the 4 stats as the other 3 stats directly or indirectly affect the condition anyway, and the condition can be expirimented up during the crafting process...
And again: armor requires lots of hide, so generally, any time you get hide it needs to be in very large stacks. A stack size of about 1k is the absolute minimum.
The order of preference for hide type is: Wooly/Leathery Hide tied for first, with Wooly in a slight lead. This is because Composite Armor requires Wooly hide, and Ubese requires both Wooly and Leathery.
Followed by scaley/bristly in a tie for dead last. Dont bother getting bristly or scaley unless someone specifically asks for it. This is because (generally) only the less used armors require these types of hide, such as chitin.
So there you have it. A crash course in hide collecting for armorsmiths.
Cryos_Merovingian
Tue Nov 09, 2004 8:55 pm
#43
Great post. While we've all figured out pieces of this puzzle on our own, it's handy and informative to have it all in one place.
Thanks kaiRaene!
Jadewolf2000
Tue Jan 11, 2005 9:24 am
#44
Excellent post! Only thing I see missing is the needs for Veghash (spelling?), a Ranger's favorite foor when harvesting. Think you could find it and add it in please?
KaiRaene
Thu Jan 20, 2005 5:35 pm
#45
Well, I didnt list it since it doesnt specifically call for anything harvested directly and added to it as an ingredient. It uses several components that do use meat/hide or whatever in making them but as a base ingredient it requires nothing a Ranger would harvest and hand over directly for making veghash on the spot.
KaiRaene
Sun Jan 30, 2005 8:07 pm
#46
*cough*Wonder if I should add Ranger to the list with his camo kits... lol*cough*
Fodder650
Sun Jan 30, 2005 8:22 pm
#47
Kimi,
Thanks for saving me all the work there. The scout forum needs to have one of its posts updated and you did it.
Thanks again
Thanks again
Jolandir
Wed Feb 09, 2005 12:02 am
#49
This is a great list! Appriciate the hard work. What it needs though is every major profession needs it in specialized specks such as OQ and DR or PE at say 900 or above (Doctors, BEs and others) have some very high requirements for it to make really high grade products they are looking for. But still this is a great list. Thanks!
Jolandir
KaiRaene
Tue May 10, 2005 7:29 am
#50
This new updated list is hoped to be a guideline for allowing anyone with harvesting skills to collect items useful to all crafters you may care to deal with. I decided to totally rewrite the list since the old one was nominally obsolete.
I will be updating and adding info as we go.
Armorsmith:
DR= Not important
MA= Semi - Important
MA= Semi - Important
OQ= Important as SR
SR= Important as OQ
UT= Semi - Important
UT= Semi - Important
For segments/cores (OQ/SR)
Battle Armor:
Wooly Hide
Nabooian Bristley Hide
Wooly Hide
Nabooian Bristley Hide
Assault Armor:
Scaley Hide
Dantooinian Wooly Hide
Scaley Hide
Dantooinian Wooly Hide
Recon Armor:
Leathery Hide
Lokian Leathery Hide
Leathery Hide
Lokian Leathery Hide
For Appearance (DR/OQ/SR)
Scaley Hide:
Rebel Assault
Kashyyykian Hunting
Padded
Rebel Assault
Kashyyykian Hunting
Padded
Wooly Hide:
Kashyyykian Black Mountain
Composite
Rebel Marine
Kashyyykian Black Mountain
Composite
Rebel Marine
Leathery Hide:
Ubese
Itorian Sentinal
Kashyyykian Ceremonial
Ubese
Itorian Sentinal
Kashyyykian Ceremonial
Bristley Hide:
Marauder Battle
Rebel Battle
Marauder Battle
Rebel Battle
Bone:
Bone Armor
Chitin
Bone Armor
Chitin
Avian Bone:
Tantel
Tantel
Hides:
Mabari
KaiRaene
Tue May 24, 2005 9:11 pm
#52
Quite a bit has changed. I need to get on the stick and get this corrected. I been busy with work alot.. /sigh