Scout Archive
Thread: Volsted's Field Guide to Crafters (aka How To Spot a Potential Customer From 80m Away)
PithrenDarkstar wrote:
A suggestion for a future update, if you have time, would be to include the stats needed for the resource list, although if it's too much work, we can always ask the other member of our Relationship(tm)
If I understand your question correctly, that information is covered under the "Knowing Your Customer" section.
Armorsmiths need high Malleability, Overall Quality, Shock Resistance, and Unit Toughness.
All the medic types need high Potential Energy and Overall Quality. (High Decay Resistance is also nice, but not crucial.)
Chefs, in theory, need high PE, OQ, and Flavor.
Architects and Tailors have no quality requirements, since they can't experiment on Furniture or Clothing.
Thanks for this. This should probably be stickied at the top (NRaas). I did see a few potential errors as I looked quickly through the list but the only one I'm semi sure about is that Tatooine camo kits need wooly hide, not scaley (I know I was killingbanthas to make them and I'm pretty sure it was for the hide). Thanks a lot for this.
Lythender Nirou
Master Ranger/Master CH/Rifleman (3/0/0/0)
Eclipse Server
PithrenDarkstar wrote:
yeah,I was just thinking it'd be nice if we could get information on which schematics specifically need which stats, rather than just the general profession
Ah.
Well, generally speaking, the schematics don't vary within a profession. For example, all the schematics for the medical professions are based on 33% Potential Energy, 66% Overall Quality. That I'm aware of, this doesn't change. Ever. So every instance on the list where you see a medical profession requiring some type of animal-based resource, you can assume that same ratio of 33%/66%.
Works similarly for everybody else. Chef schematics all have 33% Flavor, 33% Potential Energy, 33% Overall Quality. Armorsmiths have a list of qualities, that all boil down to 50% Overall Quality and 50% something else. The HAM encumberance for ANY piece of armor will always be 50% based on the Overall Quality of the input ingredients (presumably via a weighted average) and 50% based on the Malleability of the input ingredients (also presumably via a weighted average).
Again, that I know of, this doesn't vary. You will never find an Armor schematic (for example) where the HAM encumberance is based on 50% Overall Quality and 50% some other stat besides Malleability. Nor will you find an Armor schematic where the HAM encumberance is based on, say, 70% OQ and 30% Malleability.
I could, of course, be wrong. But that's my understanding of how it works.
As an Armorsmith, I look out for all kinds of hides, but particularly:
- Wooly Hide of any kind
- Leathery Hide of any kind
- Yavinian Wooly Hide
- Lokian Leathery Hide
These are the hides necessary for making Composite, Ubese and Padded.
Personally, I only look for OQ SR MA. UT matters but I don't really care.
Also, do understand one thing how stats work in armor.
Resists % determined by --> OQ and SR at a 50-50
HAM/encumberence cost --> OQ and MA at a 50-50
Eg:
- 1000 OQ + 1000 SR + 100 MA = Uber resists % with horrible HAM costs.
- 1000 OQ + 100 SR + 100 = Horrible resists % + horrible HAM costs.
- 1000 OQ + 100 SR + 1000 MA = Horrible resists % + Excellent HAM costs.
- 100 OQ + 1000 SR + 1000 MA = horrible resist % + horrible HAM costs.
The most powerful combination:
High 900s of OQ + SR + MA + UT = this will yield the best stats for armor.
Of course stats like the above are rare. I have a personal preference for OQ + SR.
If nothing if available, I choose OQ + MA.
See, so it does not matter if one of the stats is really high, but the other sucked. It needs to be balance. If you add up 2 stats = 1600, that's usually pretty good.
VolstedGridban wrote:
Chefs - Could potentially be a good market for meat (and occasionally bone and hide) if the class ever gets fixed. However, at the moment, Chefs have very few incentives to make meat-based dishes. Some Chefs make Vercupti, which requires Insect Meat, but most just stick with Tatooine Sunburns.
Note: As of this writing, there is nary a Chef recipe which calls for eggs. So quit bugging the Chefs and trying to sell them your egg stacks.
In theory, Chefs need high Flavor, Potential Energy, and Overall Quality stats. In actual practice, Chef Experimentation is broken and the quality of the final result does not (as of this writing) reflect the quality of input ingredients. High Flavor stats, in particular, are completely wasted. But, if they ever fix the Chef profession, keep your eye peeled for high Flavor, PE, and OQ items for your friendly neighborhood Chef.
First off, yes we do not need eggs. Though we can use them when our recipe calls for just 'meat' they would have to be in a big stack.
About expermentation, you are correct about it being weird. But we still do need flavor. The recpies say 33 flavor, 33 PE, 33 OQ. But each one seems to do its own thing. OQ seems to purely effect the amount in a stack. While PE seems more to do with the power of the buff. But flavor is a little bit weird. It doesn't do what it says it does. It seems to have a general effect (1 or 2 percent on all stats). And DR seems to do the same thing. So basicly we need every stat to be high because of the screwness in food.
Also meat with say 1000/1000/10/10 is not nearly as good as meat that is say 500/500/500/500 so well rounded meat is generaly better then extremes meat.
Also the two most important meats to a master chef are domestic meat(which seems to be really rare....?) and insect meat.
Lastley we chefs prefer big stacks of meat to run in factoys.
Hope this helps.
On Shadowfire I am a Master Ranger who happens to have a rather succesful mining business. One way I noticed for a Ranger to make money is through placing harvesters on more advanced worlds. I was able to place a harvester on Dath. while my competition had no camo/mask skills to speak of. I was walking right by Rancors without them noticing me. This aloud me to plant 10 harvesters on a 90% spot of some Ore that ended up going for 10c/u. Although 10c/u is rare, the quality was excellent and my customers were extremely happy. If anything... take up novice artisan, or befriend one, and offer camo skills to them on the more advance worlds. In no time you will have a stockpile of money to start an Antarian Ranger Guild, or Player City of Rangers... or just play the game with no money worries ever... While providing much needed and lust for resources to other players.
I would merely like to nominate Volsted for Vice-Overlord of the Universe. Assuming that this is the sort of position one can be nominated for....
Speaking as a Doctor, I find that having 7k Avian Meat is more than enough to keep me well stocked for quite a while. However Herbivore Meat is used to make one of the most common advanced components necessarry for stims of all kinds, enhances and woundpacks. We often use several of these same components to craft a single stim. Herbivore Meat is imho the most important resource I try to keep stocked up on and I always run out.
Speaking as a Combat Medic I would still say Herbivore Meat is important followed by Insect Meat. Diseases are useful but they still affect the final stage of crafting our product, not the components like Herbivore meat.
I often have to buy high quality herbivore meat from 15cpu to 30cpu.
Whoah...excellent job! Just two things I wanted to note:
Tailors are likely to accept your low-grade fibreplast as well, for the very same reason: no experimentation. Almost everything uses fibreplast, and personally, on a slow day I'm going through four crates of synthetic cloth -- which comes out to 1600 fibreplast.
Secondly, repeat business isn't as bad as it might seem, although I don't want to think what the new decay system will do to it.