Ranger Archive
Thread: Repost: Quality vs. XP
I've noticed that materials DO account for camp xp. I have my own factory for camps, traps, and meds. I made a few crates of camps with high-end materials (after I experimented with quality), but I had run out in the field and needed to make one from scratch using lower grade materials. After experimentation with different materials, I have noticed that quality drastically affects the xp outcome of your camp. Here's an actual example:
1 Field Base, experimented with superb material would yield ~1120 xp @10 min.
1 Field Base, cheese materials on the fly would yield ~870 xp @ 10 min.
Major difference here folks. Novice rangers/scoutslook at these numbers. Use the highest grade materials you can get your hands on (look for 'decay resistance').
As far as traps, I would suggest the same. Like I said before, I made my traps in a factory with high grade materials. I use only scout traps (ranger ones are worthless) and I'd say depending on the creature, a majority hit. Some animals seem more resistant to traps (giant kimos) than others (kimos). So take it for what it's worth. Use the crafting station and try it for yourself.
wow, so you can manufacture traps in factories. I was told that you can't.
How many traps can you crate up together???
Also, to help novice rangers and scouts I'll mass produce traps and camps for you...no charge (a tip would helpwith factory expenses like maintenance and power). Just send me an email (ChunkyMunky on Chilastra) and get together your resources. I'll put you on the output hopper list and email you topick it up when it's done. If you want, I'll make the schematic with the materials and try to get the best product I can (gimme at least 10x the materials needed for onecamp or trapin this case). Remember, go for high (900+) decay resistance on your materials, and get enough of the exact same resource to make it. Maximum per schematic is 100 items.
If you can't pick up your finished product and someone else needs the factory, I'll set your stuff in my house on tat and we can set a time and a place for trade.
Just don't want you guys to have to go through the endless, boring, mindnumbing hours of survival xp (too bad I found out about all this 3/4 through Frontiering IV)
One more thing. A crate of 25 finished products takes the space of 1 product in your inventory. So if you don't go to me, find a factory just to save space in your pack.
Yes, and no. First, don't use the 'Generic Crafting Tool', use the 'Weapon, Droid, and General Item Crafting Tool'. There's a difference between the two. I have zero artisan skills and have no problem experimenting and creating a schematic around the stations.
Second (this is the 'no' part), you don't really get many experimentation points to mess around with. Quality materials is the key. I'll usually drop what pt(s) I can get into the 'quality' bar in experimentation, but you might drop it somewhere else if want.
Hope this helps a tad
Hiya Chunky,
On another thread you commented about this thread, and I've read it and was curious enough to go back into the city and try out creating some expiremented traps.
Well, since the schematic says that it is 100% based on Decay Resistance, I went thru and found some of my best DR rated stuff and played around. The results of the crafting didn't really instill me with confidence. I built the P.Dart, and well, Decay came out +22%, but Quality came out 0%. I spent my one expirementation point in Quality, and even with a great success, still got 0% Quality.
I even then tried to craft a dart with good Overall Quality, to see if that had some hidden effect. That turned up the same (except crappier Decay). I somehow doubt that the effectiveness of a trap is done, based on Decay Resistance, if it is, then it is probably a bug. I haven't used em yet, but I don't really think that I'm going to see a difference. It would be nice if Devs or a Correspondant had the answer to this one.
re: trap experimentation effective the way a trap performs...
I'm nearly convinced that this simply doesn't work like we think...
I have a combat macro that goes (using a scout blaster)
/throwTrap phecnacine;
/BodyShot2;
/BodyShot2;
/BodyShot2;
/BodyShot2;
and immediately after the 4th bodyshot2, the phecnacine ALWAYS unsnares.. no matter what the quality of the trap is.. and we've all made close to 1000+ of these puppies and they always work the same.
The ONLY trap that I've seen with variable delay timers was the Adhesive Mesh traps but there it is totally random as both traps do not have the same timer.
- Zarn