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Thread: Novice Ranger Crafting Question

akflyer
Wed Sep 08, 2004 6:00 pm
#1

Thanks



Col. Lycurgus /Timeaus of Valcyn

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akflyer
Wed Sep 08, 2004 6:06 pm
#2

/sigh- guss I was trigger happy


As I was saying: Thanks for all the great info in forum.


I have always hated crafting thus I know little about it.


I was crafting a cammo kit and noticed vertical bars next to where you put the items in the crafting window. One was green, one was black, one was low and red.

Does this corospond to the quality of the material for the kit? If so what are good qualties for a kit (QO, PE, etc?). And does it even make a difference in how well the cammo kit works? While Im at it, does it matter for other Ranger stuff? Traps camps etc.



~Lycurgus (Valcyn)


MRM, Ranger in training.



Col. Lycurgus /Timeaus of Valcyn

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Almagill
Wed Sep 08, 2004 6:06 pm
#3

Message Edited by Almagill on 09-09-2004 02:07 AM

AFAICS the only effect it has is on the quantity of cammo you get per 'pack'. Camps and traps are unaffected by quality of resource so keep a stack of cruddy junk for them.

For your cammo use the highest OQ you can get your paws on, with a WDG tool not the Generic one.

Back in a sec, just going to try something....

Message Edited by Almagill on 09-09-2004 02:11 AM


Okay, Just ran off a tat camo pack, no experimentation, 7 shots. (Resources between 600 and 750 OQ) with 8 of 11 experimentation points at MR, same resources give 16 - 20 shots.

Moral of tale, even if you've only got cruddy to mediochre resources to hand, if you can experiment, experiment, could get you a few 'free' cammo applications out. If you've got good to great resources, you have just GOT to experiment. Why waste a doubling or tripling of your end product!

Message Edited by Almagill on 09-09-2004 02:21 AM



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AgonThalia
Wed Sep 08, 2004 6:10 pm
#4

The only thing quality affects is the number of uses. There is no difference in crap resources and high quality resources when camo kits are used.



Draknev
The Last Ranger Correspondent
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akflyer
Wed Sep 08, 2004 6:16 pm
#5

Look at THAT: Posted 6 minutes after the hour, and answered 10 minutes after the hour.


You guys ROCK!!


~Lycurgus



Col. Lycurgus /Timeaus of Valcyn

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Iseult
Thu Sep 09, 2004 7:29 am
#6

Hi - one more thing - if you scroll down in the crafting window where is lists the description of the item and the resources it requires, it will tell you what stats affect what attributes. It will say something like:


Quantity:

------------------------------------------

overall quality 10%

conductivity 90%


This means that if you experiment on something, then using materials with higher cond. and higher oq will allow you to increase the quantity by experimenting. Here you would look for conductivity more thant oq because it is rated at 90%. Well, at least this is how I understand it.


Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin



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Iseult
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Owen-Lars
Thu Sep 09, 2004 7:36 am
#7

Hmm just a thought but what is our experimentation mod?


I remember having more experimentation points when i was 4 in frontiering than i was at novice ranger. Hmm i wonder if camping is out mod for experimentation on items (god knows why) but atleast it would give a benefit to getting the fs box



THORTAC BALCOR
The Lost Ranger
RANGER
Iseult
Thu Sep 09, 2004 8:07 am
#8

that is a very good question - I know I have 10 experimentation points, and it would make sense that they come from the survival tree. But still, if our crafting works like other crafting profs, then you'll need +10 to get another experimentation point (ie., 110). I'm not sure what my survival skill is now (probably 100), but if it is 100, then then +5 will only mean 105, and that might not be enough to get the extra experiment point. But who knows.... I guess I'll see in about 4 more buff sessions (that's what I need to get the third FS reflexes box).


Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin



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Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


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Calculus_Entropy
Thu Sep 09, 2004 9:00 am
#9


Every +10 to a (crafting) mod does indeed grant another experimentation point (at least this has yet to be disproven). Unless Ranger is different, the experimentation would have to come from one of the following:



  • Camping

  • Creatuer Knowledge

  • Creature Harvesting

  • Foraging

  • Trapping

  • Maskscent

  • TN

I would put my money on the experiementation coming from the camo mod, but that would mean we need 2 experimentation points from each +10 to the mod.




Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Owen-Lars
Thu Sep 09, 2004 9:18 am
#10

Hmm camo is what i origninally thought, however i then realised that we can wear camo clothing and get camo backpacks and this hasnt made impact on my experimentation values.


Perhaps only our base camo stats count but i dont see any reason why i woud, all other experimentation mods on clothing give extra points.



THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Thu Sep 09, 2004 9:53 am
#11



Owen-Lars wrote:
Hmm camo is what i origninally thought, however i then realised that we can wear camo clothing and get camo backpacks and this hasnt made impact on my experimentation values.
Perhaps only our base camo stats count but i dont see any reason why i woud, all other experimentation mods on clothing give extra points.



Hmmm...maybe that's why we have a foraging mod?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Owen-Lars
Thu Sep 09, 2004 10:05 am
#12

haha


At last we have found a purpose for it







THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Thu Sep 09, 2004 10:06 am
#13

If the character builders are still on TC then ill go test this out calc, as much as i can.



THORTAC BALCOR
The Lost Ranger
RANGER
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