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Seront

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Everything posted by Seront

  1. 200 surge is already like 74%... 400 surge gets you to 78.... Surge is so unbelievably worthless due to the severe diminishing returns. I wish I could dump it for more alacrity, I just don't have the right mods/enhancements at the moment.
  2. Well, he was asking about his healer. Honestly, here's the issue. Enhancements come with (power or crit) + (surge or alacrity). If you stack a little alacrity, all you are losing is surge. Surge practically caps out at 200 points worth. Diminishing returns is insane after that point. I have 390 surge and about 200 alacrity, and I wish I could get rid of that worthless surge. I feel that more often than not, the amount of healing I can do is not an issue. What is sometimes an issue, are those occasional 'oh crap' moments. E.g., either a player's health is low and I'd really like to get that heal to them just a bit faster before they get hit again and dropped, or I've fallen into the low energy regen regime and I'd like to save my cool head because I know I'll need it in a minute (diagnostic scan). I generally try to have 200-300 alacrity (which is like 9-12% activation speed or so). Performance wise it's a seriously minimal issue, but the slightly improved reaction time is nice. P.S. Crit blows too, but it's not competing with alacrity.
  3. That's why I bought all the augments I'd need for 1.3 about three weeks ago
  4. From my post: " I suspect the price of these will indeed go up in the short term, but not by much in the long term." You're indeed correct, and I was basing my pricing (present) assuming that you were already making greens to be ready the morning of. I think a lot of the inflation currently is because of market control. At least on my server there seems to be a small set of people trying to control the price of certain mat markets. I do this sort of thing as well and make enormous profits, but it's difficult to keep up for long in markets with the volume of those common greens. Right now, kits are going for 70k on my server, and the listed mat prices make those a net loss. It's just not a market to be in right now. It was briefly when the servers came up, and it may be again, but as I've said before, these are a pure commodity item with lots of competition --> low profit margins. Right now is the time to take advantage of people and sell them mats.
  5. You get three for those as well. Currently, I think the stims are fine. They last 2 hours and persist through death, and they cost about the same amount as the hyperbattle since they return 3, although now that I think about it, hyperbattles need Smart Cells now, so that price has gone down a bit. The medpacs and adrenals, are still a bit on the pricey side to make.
  6. Are these joke threads? I honestly can't tell. It clearly says chance to crit with an augment slot. That's not ambiguous at all. I suppose it's possible they meant otherwise, but then the wording wouldn't be ambiguous, just wrong.
  7. Corellian Run: Augment Kits listed on GTN in abundance for ~90k when I logged off around 11 Eastern. =)
  8. People ... no good at math are ... Sad state eduhmication.
  9. Corellian Run: Kits were selling for 1 mil (selling, not just listed) each when the server was up. Down to 100k for sale in chat right now, 130k listed in GTN and dropping. I suspect they may rebound as crafters burn through their mat surplus. So far, dropping even faster than I predicted (which people were laughing at me for such low predictions). Heh. =)
  10. I dunno, but someone is. =) I make some money doing that. I'm primarily a speculator though. =)
  11. I know the OP was asking about insertion of an augment not the kit, but on that related note doesn't attaching the augment kit bind the item? I thought that it did.
  12. Anyone hear of the The Grand Acquisitions Race? Parsed from PTR: http://db-ptr.darthhater.com/quests/7285/the_grand_acquisitions_race/ http://db-ptr.darthhater.com/items/56249/vandrayks_tuning_apparatus/ Looks like there's also some Gree stuff going in that might be relevant to Makeb (but taking place on Nar Shadaa), but the quest above is level 50. Who knows! =)
  13. What level are the new craftable orange bracer/belts? They do exist, right? I thought I heard that they were being added, perhaps I'm mistaken. If they're less than level 48 (49?) they'll have a less than max level augment slot, no? EDIT: Nm. I see at least this one: http://db-ptr.darthhater.com/recipes/6913/electrum_onslaught_belt/
  14. Fair enough. I apologize for my angry quip. I'd like to respond further but I don't have the time at the moment.
  15. Re: Productivity. I didn't state it explicitly, and I should have, but if you include the extra mats from crits as well as the bountiful missions which are also very profitable, it's probably not far off since there are 4 of these missions. In addition, it's possible to be a dedicated augmentation kit crafter with something like Armormech+ Scavenging+Bioanalysis or Armormech+Scavenging+Slicing. It shouldn't be hard to fill five slots. They may not provide quite that revenue per run, but it's not way out of the ballpark.
  16. Seriously, the attitude is not necessary. Read the posts you skipped over where that was already covered before you decided to 'enlighten' us with your cherished wisdom. The poster you are quoting was partially misinformed, though specifically he only mentioned Synthweaving and neglected mention of Armstech entirely. I had thought Armormech was actually the only one that had the cheapest. A major point of the original post in the thread was that no one can viably compete in the marketplace other than Armormech (where I was mistaken by neglecting Synthweavers), clearly seeming to imply that you did not read it at all. EDIT: In the interest of accuracy, I've changed the original post to include mention of Synthweavers. I documented the change at the bottom of the post lest anyone tell me I'm trying to 'cover up' my mistakes.
  17. I think he meant exclusively amongst the crew skills that can actually make the *kits* not the mats for the kits. In which case it is limited to Armormech, Synth, and Armstech.
  18. Heh. I actually bought about 200 full stacks of Smart Cells over the last week. Up until now they've been completely worthless, and the price that they were listed for in the GTN was basically the cost of the diplomacy missions (without the time investment). In 1.3, Ultimate Medpacs and HyperBattle adrenals use these instead of experimental serum. Also, rank 5 biochemicals won't be used any more either, so I sold my entire stock and bought a lot of the cheaper rank 6s instead. I feel a little bad for the people who bought all my quick-growth agent. =) Suckers! Anyway, in the best case scenario, I make a modest profit. In the worst case, I have enough smart cells to make medpacs and adrenals for my guild into eternity. Even in the worst case, chances are I could still sell them for about what I paid for them.
  19. Ahh. Yes. I totally forgot about that. That will bring down the cost somewhat. =)
  20. Don't worry, they won't be expensive. There's such a huge glut of them that many people have 1000s of them. 1000 data modules will make 500 augmentation kits.
  21. You can fit 100x8 for a total of 800 green items in your mailbox. You will make obscene amounts of money selling kits as early as possible, so yes it's worth it so you're not backlogged making greens.
  22. Ahh. My bad, I guess I had bad information on that count. I know that for Cybertechs and Biochems, to try to produce kit materials is ridiculous. I thought I had seen people complaining about the other two kit makers not having a cheap green.
  23. I posted this in another thread, but I spent some time on it and thought it might be valuable to someone. It's not perfect, but meh. =) None of the mats required will become a bottle neck. Also, the cost to use the kit (25k is not a lot, but not zero), in conjunction with the fact that the augments are expensive, it might temper demand a little bit. Perhaps people will decide that they prioritize acquisition of a full compliment of kits 100% over the 22 purple augments, and feel that filling every slot with cheap 22 blue augments takes priority over filling just a few with 22 purples (and it probably should be that way). NOTE: At present, I completely neglect acquisition of kit materials from professions other than Armormech, though Synthweaving should have a similar cost structure. Yes you can RE implants, and earpieces, and other items (any that can be carfted with an augment slot). However, by far the cheapest in terms of material costs are the belts/bracers made by Armormech/Synthweavers. No one in their right mind will be looking to compete in a market where their costs are two to three times higher than their competition. I'm sure some people will make their own this way, but it's nonsensical for them to try and to compete in the marketplace. Here, for example, is the Armormech version of the Mk-6 kit: http://db-ptr.darthhater.com/recipes/6862/augmentation_kit_mk_6/ 1. 2xSubelectronic Data Module These are basically free. There is such an enormous over abundance of these. People have ended up stuck with them from working to get the purple slicing mat. I know several people who easily have enough to make 500 kits or more. Let's be kind and say 200 credits each, which is a little less than twice the vendor cost. (+200 cr) 2. 10xAugmentation Slot Component MK-6 These can be acquired from a green crafted belt that requires 2x Zal Alloy, 2xThermoplast Flux, 2xDurasteel. The going rate on these at the moment seems to be 400-700 credits for the Alloy and Durasteel, and a fixed price of ~400 for the Flux. I suspect the price of these will indeed go up in the short term, but not by much in the long term. They're a green mat, easy to come by, and there is currently a surplus to offset the initial spike in demand. I would hazard a guess that they would stablize at an average of 900 each. (+30k cr current) (+44k cr predicted) 3. An additional 2x Zal Alloy, 2xThermoplast Flux, 2xDurasteel (+3k cr current) (+4.4k cr predicted) So the opportunity cost (materials only, not time) to create a single augmentation kit is 33.2k credits at present, and I predict at worst ~48.6k credits. Crafting however, does require time. I'm guessing here, but if I remember correctly, then level 49 greens take about 5 minutes to craft, and the blues take about 25 minutes. So in addition, you're occupying your crew members for 75 minutes for 1 augmentation kit. I can use Bioanalysis as an example (though this will change drastically tomorrow since rank 5 mats will become suddenly useless). If I remember correctly, rich biochem rank 5 missions take 25 minutes at full affection, and cost about 2k credits to run. For compounds, they bring back 8 items on a non-crit. That's either a Psychoactive compound (easy to sell quickly and in bulk for 500-700 credits) and Quick-Growth Agent (easy to sell quickly and in bulk for 2k+ each). So, in 75 minutes, the average lost profit for idling your crew members is at a minimum, 25k credits. (+25k cr opportunity cost in time) The real cost of an augmentation kit then is as follows: Opportunity Cost of Materials Only Present: 33.2k credits Future(?): 48.6k credits Opportunity Cost of Lost Productivity Present: 25k credits Future(?): ?? Total Opportunity Cost Present: 58.2k credits Future(?): 48.6k + ?? credits Of course, we know how shrewd of business people most mmo players are, so, I fully expect most of them to neglect the lost productivity cost. In which case, even with a 100% markup, the cost of the kits shouldn't exceed 70-100k. As an aside, I kind of wonder if people might gravitate to the rank 21 purple augments. They have the same main stat value and only 1 less endurance. They do require rank 5 mats, which people are less likely to farm and so they may end up just as expensive, but at the same time that means you can run rank 5 crew missions that come in rich varieties. Who knows. =) EDIT (3:43PM Eastern): Changed to reflect that not only Armormech but Synthweavers can also viably compete in the production of augmentation kit materials.
  24. None of the mats required will become a bottle neck. Also, the cost to use the kit (25k is not a lot, but not zero), in conjunction with the fact that the augments are expensive, will might temper demand a little bit. Perhaps people will decide that they prioritize acquisition of a full compliment of kits 100% over the 22 purple augments, and feel that filling every slot with cheap 22 blue augments takes priority over filling just a few with 22 purples (and it probably should be that way). Here, for example, is the Armormech version of the Mk-6 kit: NOTE: At present, I completely neglect acquisition of kit materials from professions other than Armormech. Yes you can RE implants, and earpieces, and other items. However, by far the cheapest in terms of material costs are the belts made by Armormech. No one in their right mind will be looking to compete in a market where their costs are two to three times higher than their competition. I'm sure some people will make their own this way, but it's nonsensical for them to try and to compete in the marketplace this way. http://db-ptr.darthhater.com/recipes/6862/augmentation_kit_mk_6/ 1. 2xSubelectronic Data Module These are basically free. There is such an enormous over abundance of these. People have ended up stuck with them from working to get the purple slicing mat. I know several people who easily have enough to make 500 kits or more. Let's be kind and say 200 credits each, which is a little less than twice the vendor cost. (+200 cr) 2. 10xAugmentation Slot Component MK-6 These can be acquired from a green crafted belt that requires 2x Zal Alloy, 2xThermoplast Flux, 2xDurasteel. The going rate on these at the moment seems to be 400-700 credits for the Alloy and Durasteel, and a fixed price of ~400 for the Flux. I suspect the price of these will indeed go up in the short term, but not by much in the long term. They're a green mat, easy to come by, and there is currently a surplus to offset the initial spike in demand. I would hazard a guess that they would stablize at an average of 900 each. (+30k cr current) (+44k cr predicted) 3. An additional 2x Zal Alloy, 2xThermoplast Flux, 2xDurasteel (+3k cr current) (+4.4k cr predicted) So the opportunity cost (materials only, not time) to create a single augmentation kit is 33.2k credits at present, and I predict at worst ~48.6k credits. Crafting however, does require time. I'm guessing here, but if I remember correctly, then level 49 greens take about 5 minutes to craft, and the blues take about 25 minutes. So in addition, you're occupying your crew members for 75 minutes for 1 augmentation kit. I can use Bioanalysis as an example (though this will change drastically tomorrow since rank 5 mats will become suddenly useless). If I remember correctly, rich biochem rank 5 missions take 25 minutes at full affection, and cost about 2k credits to run. For compounds, they bring back 8 items on a non-crit. That's either a Psychoactive compound (easy to sell quickly and in bulk for 500-700 credits) and Quick-Growth Agent (easy to sell quickly and in bulk for 2k+ each). So, in 75 minutes, the average lost profit for idling your crew members is at a minimum, 25k credits. (+25k cr opportunity cost in time) The real cost of an augmentation kit then is as follows: Opportunity Cost of Materials Only Present: 33.2k credits Future(?): 48.6k credits Opportunity Cost of Lost Productivity Present: 25k credits Future(?): ?? Total Opportunity Cost Present: 58.2k credits Future(?): 48.6k + ?? credits Of course, we know how shrewd of business people most mmo players are, so, I fully expect most of them to neglect the lost productivity cost. In which case, even with a 100% markup, the cost of the kits shouldn't exceed 70-100k. As an aside, I kind of wonder if people might gravitate to the rank 21 purple augments. They have the same main stat value and only 1 less endurance. They do require rank 5 mats, which people are less likely to farm and so they may end up just as expensive, but at the same time that means you can run rank 5 crew missions that come in rich varieties. Who knows. =)
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