One thing I'd like to see is how exactly each stat is handled durring crafting. ex: how would a resource with 900 overall quality and 200 decay resist compare with a similar resource with 200 overall quality and 900 decay
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** Can I take the harvester back into inventory when the resource I'm collecting has "shifted out"?
YES! The process for this is simple; if you have enough excess maintenance paid in the harvester, then when you try to destroy it, instead of destruction it will turn back into a deed in your inventory.
To do this, make sure you have enough excess maintenance for 50 hours of operation, and the harvester is not damaged. For personal harvesters, this means at least 1500 maintenance stored up.
I just wanted to add that for those folks who buy the cheap versions on the bazaar of personal harvesters, it is MUCH cheaper to destroy a personal harvester and simply buy another than to pay the redeeding cost. Also, as a novice artisan you may find it easier to come up with resources to build another personal harvester than to come up with the money to redeed it. I always did this when I first started since I didn't have two creds to rub together! =)
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One thing I'd like to see is how exactly each stat is handled durring crafting. ex: how would a resource with 900 overall quality and 200 decay resist compare with a similar resource with 200 overall quality and 900 decay
This depends on the relative "weight" of each stat. You need to look at what percent the stat is worth when the quality of the resource is considered. For example, lets say you had some random schematic that called for metal. You look in your inventory and find that you have a kind of copper and a kind of aluminum. Both, in the quantities need for the schematic and since they are both a metal, either will work. Which do you choose? First you look at the schematic and see which stats are listed under the experimental qualities. Lets say this schematic lists both Conductivity at 80% and Decay resistance at 20%. You look at the copper and it has a conductivity of 850 and a decay resistance of 200. You find that the aluminum has a conductivity of 400 and a decay resistance of 999. Overall, the numbers on the aluminum will add up to a much higher value. But, the conductivity value is weighed at a much higher importance that the DR so you would find that even though it might appear as though the aluminum would be better to use for this schematic, you would get better experimental results from the copper.
For a real in-game example of how it gets a little more complicated lets take an armorsmith schematic, any piece of armor. The valued stats are Overall Quality (OQ), Malleability (MA), Shock Resistance (SR) and Unit Toughness (UT). Each area of experimentation is weighted pretty easily because everything is 50%/50%. However, When looking at a piece of Wooly hide you need to consider what are of experimentation is important. A piece of Wooly hide with: MA -500 OQ -1000 SR -500 UT -500 Will make the same exact piece of armor as a wooly hide with stats of: MA -1000 OQ -500 SR -1000 UT -1000
Magically though, you could sell the second piece of hide for much more! =)
I hope this made even the slightest bit of sense. I guess what we need is a long FAQ on the mathmatics of Resource stat weight and effect on experimentation.
Also keep in mind that if a stat is not listed on a resource, it counts as a 0. If that stat is needed for the schematic, it will effect the final product.
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Personal harvesters cost 30 credits per hour, with BER 4. That's 7.5 credits per BER.
Mediums cost 60 credits per hour, with BER 10- 6 credits per BER.
Heavies cost 90 credits per hour, with BER 13. That's 6.9 credits per BER.
So for maintenance, mediums are most cost-effective.
Actually the base BER is
Personal = 2 Medium = 4 Large = 8
So the large would be the most cost effective for maintenance. That is, of course, the unexperimented base value. You should follow the guide and experiment on anything that you craft. It can raise the stats by more than double. Always use the best materials and experiment, and you may get these BER's, but they are not really "base" values.
Some of my pet peeve bugs: •Armorsmith protection layers were not converted with the CU. •Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."
That is correct; I am assuming you're getting the maximum BERs, which hopefully this guide has made clear that you SHOULD do. So I did not bother with base BERs in this calculation.
Agoo- Master Bounty Hunter/Master Rifleman Smith-N-Weston Master Artisian/Master Smuggler for hire Smuggler Spices Swoops and more -1562 266 Talus and 2812 4235 Tatooine
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Just like to share another tip about harvester placement.
If you try to place a harvester and notice the ground is yellow, it usually means that a monster lair is nearby that stop you from placing the harvester.
Simply destroy the lair and try to place the harvester again.
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Perhaps i've just been fabulously lucky, but I've never seen a resource %age change, ever.. And I've been running over a dozen harvesters for months now on 2 planets. Resources always seem to appear and disappear, but never, ever, change one they show up. If I place a harvester at 75% for "Fribble a made up steel", then come back 5 days later, then it's either still there at 75% or it's gone, it's never changed to some other %age..
Did resources used to work that way and then changed? Or does Corbantis.Dantooine/Corbantis.Corellia just not obey the same rules as the entire rest of the galaxy and I'm just missing out??? If the changing part is essentially a Myth, it'd be nice to get it out of the FAQ so we stop misleading poor newbie miners into checking their harvesters way more often than is necessary!
What happens is that MOST of the time when a resource shifts, it's shifting out entirely on a planet. Some times it rearranges the concentration patterns on the planet. Out of THOSE times, SOME times the concentration doesn't shift too far, so that 80% spot you're on is, like, 500m away and you're now sitting on a 30% spot.
It's happened to me several times, especially with radioactives.
Agoo- Master Bounty Hunter/Master Rifleman Smith-N-Weston Master Artisian/Master Smuggler for hire Smuggler Spices Swoops and more -1562 266 Talus and 2812 4235 Tatooine
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/bump because I'm seeing some of these questions appear again. Since I've reached Veteran, I've gone back and edited a few things, based on the following feedback.
Agoo- Master Bounty Hunter/Master Rifleman Smith-N-Weston Master Artisian/Master Smuggler for hire Smuggler Spices Swoops and more -1562 266 Talus and 2812 4235 Tatooine
I don't know about you but i find mediums a lot more trouble to place than heaves. Esp chemical harvs. And not all trees block harvs. Other wise very good