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Arch-Stanton

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Posts posted by Arch-Stanton

  1. I'm going to go to fleet and trying shouting out for heroics, see if i can recruit from there as well since not so many people on planets.

     

    It would be nice if you could register for groups for heroic missions kind of like warzones. If there is a mission I want to do but can't find a group, I can just set a flag for it in the mission description, and as soon as couple other people also flag it we all get a message to join/jump back to that location.

  2. I'm on Saber of Exar Kun. On the server activity boards it doesn't show up as a light server, it still often goes into 'heavy' on peak use times, but i get the feeling a good chunk of the population either already dropped out of the game by this point (lvl 20-30) or has already progressed past it, and doesn't really bother with the story for their second time through with alts. The server has plenty of people on it, just none of them are ever on NS.

     

    Tonight on the server two guys waited on general chat for 2.5 hours for someone to try to progress through missions far enough to help them with "Building a Better Monster", but they finally gave up and went to sleep sometime before midnight. I FINALLY found one person to team up, and we did about 6 bonus series missions together because we knew if we left group its impossible to get one again. We didn't finish, so i imagine that's the end of that.

  3. I've been on this planet for at least 2 hours every night this week and still cannot get a group to work the heroic group missions. At peak there are maybe 40 people on the whole planet, and the server is showing an heavy player load then.

     

    Anyone else having this problem on their server? I want to do the story, but its impossible.

  4. Last weekend, while relegated to playing on my laptop, I decided to carefully gather some stats. I had a mid-30s Biochemist (331 skill), and an alt just in position to choose her skills, so my testing focussed on the low level Biochem crafts. The idea being to have my experienced biochemist make most of the items so that my newbie biochemist could RE at controlled skill levels.

     

    What follows is rather long and likely only of interest to those who want an idea how to better determine what RE's success rate depends on.

     

    First test was the experienced biochemist RE'd 30 Compact Medpacs (who already know the blue and purple versions) to gather info on how often the "you already know that schematic" message appeared. It didn't appear once. I'd been hoping to see it happen multiple times as it would have made the later testing simpler. Oh well.

     

    Second test, my newbie RE'd 158 Compact Medpacs at skill lvl 1, until my patience gave out, without success.

     

    I then did 5 rounds on the newbie of:

    1) skill up to 9 by making Compact Medpacs

    2) RE them until success

    3) unlearn biochem

    The number of REs needed were: 4, 1, 6, 7 & 5.

     

    I did three rounds as above at skill 7, with success after 2, 1 & 4 REs. At this point, I was losing patience with waiting to skill up after each successful RE, so I got my experienced char to make a pile of each of the stimulants so I could RE multiple items at each skill level.

     

    The newbie then tried to RE 20 each of two of the stims (I think resolve and skill, but I'm not sure), but without success. I put that idea on hold since the stims weren't behaving like the medpacs were.

     

    I did 5 rounds on the newbie as above, but skilling up to 5. The number of REs needed were 5, 12, 4, 1 & 3.

     

    Then for skill 3, I only managed two rounds on the newbie. Again patience was a factor in the testing, but this time because the number of REs needed were 15 & 84. Yes, 84 the second time.

     

    At this point, I made the realization that the second of the skill 3 tests may have been affected by the fact that I skilled up to 3 by making a stim, not a medpac. In other words, I realized that whether my char had actually made any of the item being RE'd might be a factor in the success rate, which could explain why the 40 stims didn't yield success.

     

    At this point, I went back to REing stims on the newbie, but at skill 11.

     

    I REd 63 Reflex stims without success, and never made any of them (I'd intended to RE 70, but I accidentally RE'd a stack of 7 of them, again, without success).

    Might stims, of which I made several throughout the testing, RE'd after 5 & 6 attempts, but the third run failed after 42 - my notes aren't clear as to whether I skilled up to 11 that third time by making any might stims.

    Skill stims were RE'd 33 times without success, even though I made some to skill up to 11.

    Resolve stims, which were also made during skilling up, were tested 4 times, REing each time after 1, 8, 10 & 14 tries.

     

    My patience was almost non-existant at this point, which is perhaps why I delayed so in posting my data.

     

    Anyway, I went into this testing with the conjecture that the ratio of the char's skill with some "skill rating" of the item was important to the success rate of the RE, and that would be consistent with (but not confirmed by) the medpac data. The stim data though raises questions:

    1) Does the char making the item increase the RE chance?

    2) Do the stims have different "skill rating"s?

    3) If making the item matters, then does resetting the skill reset the memory of making the item?

     

    Another question I had at the beginning was if the "you already know…" message appeared as frequently as a successful RE, which I had intended to test by doing multiple rounds of:

    1) skill up to some fixed value

    2) RE until success

    3) RE until "you already know…" msg

    4) unlearn

     

    Oh, and I can answer the question of what happens to learned schematics after you forget a skill. Every time but one, my char did not recall the learned medpac schematic upon relearning biochem. Given the number of times I relearned, that one exception is likely to have been a UI bug (or operator error) - I didn't test it by trying to make it, since my focus was elsewhere.

     

    Anyway, since my number of tests are still relatively small, little can really be concluded from the testing. I clearly don't have the patience to continue with the methodology, but perhaps others in this forum do.

     

    Oh, my newbie was (and still is) a lvl 8 Imperial Agent, who went to fleet right after acquiring Kaliyo - in case folks want to track the companion's skill contribution to the testing.

     

    To sum up the methodology suggested:

    A) use a low level char that has zero investment in any skills for the testing, because the char will need to unlearn the crafting skill multiple times

    B) RE at a particular skill level

    C) track the items made to skill up to that level for each run *and* in the entire history of the char.

    D) have multiple types of items to RE at each skill level, otherwise you may spend longer preparing to do each run than doing the run itself.

    E) Even if you expect to RE in under 10 tries, it's good to have 40+ of the item in question.

    F) I suggest to only RE items that are learned from the initial training, or from REing those - otherwise there'll be too much variation in the data (and you'll be paying for schematics just to forget them later).

    G) (Edit) Make most of the items to be REd from a higher lvl char.

     

    If the item stacks then you can make help yourself a little with the following trick. Before you start REing, put the item in question in a quickslot so the game will tell you how many of that item you start with and you can then see how many are left when the RE succeeds. If you don't do that, or the item doesn't stack, then carefully recording each RE can get tedious too. You can't go by the number of messages received about the items looted from the RE because sometimes nothing is returned.

     

    I figure that focussing on the numbers that result when REing the initially taught items, we can tease out a pattern.

     

    Here's hoping all that info helps!

     

    Awesome, finally, some good stats in there.

     

    I've been keeping a log as well, but Armormech is a little different. I've also noted how often i'm crit crafting items while I'm making them to RE, and who did so. I have seen Mako with a higher level of affection crit craft almost the exact same number of times as my droid with zero affection. I have seen similar trends of huge numbers of RE with nothing and then have two REs back to back, not enough info to be statistically sig yet.

     

    Do you have a spreadsheet? Heading for NY today, return next thurs, but I also hoped to put together very simple spreadsheet/crafting log that people can use to track their crafting stats easily without having to manage all of the stuff on their own.

  5. Yay, finally got the lvl 48 Hyperaccelerated Power Generator to its purple counterpart. Only took 97 REd blue offhands :D That said, got lucky in that I have gotten exactly the schematic I wanted.

     

    Anyhow, it's actually kind of bugged. States that it provides 47 Power, which is increase of 6 compared to blue one(and stat comparison window reflects that), but actually it's only 34 points. Wonder where other points have gone.. :rolleyes: Other stats are also bit glitchy - I've put augment before I noticed that, but.. Surge is supposed to be 75 with 28 of it coming from augment(so 47 core), while only giving 62 total(so that's again, 34 instead of 47). Everything else seems to be in order, but well..

     

    I've also noticed the popup stat comparison window to be a little flaky (sometimes it shows a stat as a red decrease when it is actually a green increase, etc.).

  6. I know there's been 8 million topics with people complaining about how Orange Armor makes Armormech skill irrelevant. However, I notice on the patch notes today that "Fixed an exploit that allowed the removal of Armoring item modifications that were not intended to be available for removal on Artifact quality items." Does this mean you can now no longer remove armor mods from orange at all, or certain items? If so, does this also mean you can't just keep modding your orange armor to infinity?
  7. The problem is affection of compagnon does affect crafting, so it is another variable. Then rules might change depending on item levels or level range (ie level 50 items might have lower probabilities due to difficulty but might also have lower probabilities due to being level 50).

     

    The problem is to get enough data we would need many people registering their data with all th epossible variable noted. There could also be bizarre bonus (crafting or RE in cantina compared to while questing and so on).

     

     

     

    Then there is the comment of the compagnon crafter (mentinonned in a post not so long ago), I tried it yesterday, and got a schematic from the commented on item, but also got a schematic from the previously crafted item so I am not sure if his comment is spot on or just lucky coincidence.

     

    The nice thing about RE is the companions don't do it, your main has to do it him/herself. AFAIK companions don't have anything to do with RE, just with crafting. Right now we're just looking at the RE aspect.

     

    You're right on multiple unseen variables. However, mathematically I think we can reduce them to a single unknown variable to vastly simplify. I THINK if you use a 'z' variable for a catch-all for all the many other unseen/unknown variables that may affect RE success, then we should still be able to see a trend, unless 'z' is much more influential than 'x' (your crafting level) and y (crafted item rating).

     

    Recap:

     

    X - Your crafting level

    Y - Crafted item rating

    Z - All other unknowns

  8. Went through a nother 30 Redoubt Enigma Bracers this evening with no T2's being unlocked. I'm going to bow out of the RE game until I see some picture proof of a Blue Turning into a T2 Purple.

     

    What is your crew skill level? Every time you RE an item you increase its rating. If you are very low level, you might want to work your armormech level up a little by manufacturing some items and try again later. Not sure what effect crew skill has on RE success, but it couldn't hurt.

  9. So to put together an experiment someone tell me if this sounds viable:

     

    I pick a low level green item, and RE it all the way through all 17 of the potential family tree iterations, recording my armormech level and each of the item ratings. This should give me 3 data points for the level 2 RE, and 14 data points for the level 3 RE.

     

    Since a sample set of 30 is statistically significant, if I finish out two green item family trees of the same rating, that will give me 28 data points for the level 3 RE (should be able to figure regression per your equations, gnar, but think need a z variable as catchall for any other variables that might be in there?). Will only have 6 data points for the level 2 RE, could see what that looks like, or maybe have to run a few more items.

     

    This is not too much work, I know several people that have finished out item families for some low level items, just finishing out two of them should give us something to go on. May only be valid for a particular crew skill, but I'd be willing to bet they're similar.

     

    Edit: number error

  10. Great post!

     

    Just wanted to educate you people in some probability theory:

     

    If the chance of getting an improved schematic is 10%, Reverse engineering 1 items gives you a 10% chance of getting it of course, but Reverse engineering 2 items does not give you a 20% chance of getting it here is why.

     

    You have a 90% chance of not getting the schematic per attempt (the complement of the chance of getting the schematic), so in two attempts to not get the schematic you have to not get it on the first one (90% chance) AND not get it on the second chance (90% chance). A rule of thump in probability theory is that AND is multiplication, OR is addition. Following that rule you have a 0.9*0.9 = 0.81 chance of not getting it in two attempts and the complement of that is of course getting it which is 1-0.81 = 0.19 = 19%.

     

    A generalized formula is p = 1 - (1-p_0)^n where:

    p - Chance to get the improved schematic with n attempts.

    p_0 - Chance to get the item on a single attempt.

    n - Number of attempts.

     

    An example of the 10% progression:

     

    1 Attempt 10 %

    2 Attempts 19 %

    3 Attempts 27.1 %

    4 Attempts 34.39 %

    5 Attempts 40.951 %

    6 Attempts 46.856 %

    7 Attempts 52.17 %

    8 Attempts 56.953 %

    9 Attempts 61.258 %

    10 Attempts 65.132 %

     

    As you can see you only have about a 65% chance of getting the schematic after 10 Reverse Engineering attempts even tough the individual chance is 10% i.e. 1 in 10, if you're really unlucky you can do it a thousand times and still don't get it but some people may get it on their first try so it evens out to a 10% chance (to with a 99% certainty get the schematic you would in fact have to reverse engineer 44 items and for a 100% chance you would have to reverse engineer an infinite amount of items).

     

    I'd be willing to bet that P_0 is calculated from several variables, including crafting skill, rating of the item to be crafted, and potentially the number of other items in the same family that you have previously RE'd and/or crafted. This would hold in line with a lot of what people have reported (for example, those that crafted an item 50 times and didn't get it are possibly running up against an item whose rating outweighs their skill). Don't know how that fits with the endgame crafting RE issues, though.

     

    I do know that item Difficulty is strangely calculated, I'm seeing weird patterns when I sort item tress by difficulty that don't align with rating, I used to think was proportional to rating, but now I think maybe has something to do with how many of the item you've crafted.

     

    Edit: Assuming P_0 is a function of crafting skill(x) and item rating (y) and potential unknown variable (z), then we can calculate the probability based on brute force. So assuming P_0 = f[x,y,z], then essentially P=1-(f[x,y,z])^n

     

    If enough people pick one item and report these following variables:

     

    How many times did you have to attempt before you got schematic?(n)

    What was your current crafting level?(x)

    What was the crafted item rating?(y)

     

    Then we could potentially calculate the distribution (P) from the number of answers, and use that to back calculate the dependent function f[x,y,z], because then the equation would only have a single unknown variable.

     

    My math is rusty, this right?

  11. Going to ask my question again as it seems to have been missed.

     

    If I... let’s say buy a 23 Hilt from the commendations vendor do you know if its possible to gain the schematics by RE'ing it?

     

    Pretty sure the game treats this exactly the same as it would if you had manufactured the item yourself. So for example, if you buy an item and RE it, you have the same odds of achieving the NEXT tier in that same item family as if you had manufactured it yourself. So, for example, if you buy a T1 item and RE it, you will potentially receive a T2 schematic in that item family. However, I would not recommend doing this on a T3 item, because there is no "higher" tier in that family.

     

    You don't learn the exact same schematic of the item you RE, but you have a chance at getting the next level schematic.

     

    That said, it makes it very pricey to try to learn schematics from GTN. You would have to buy several of the item for a chance at the next tier in that item's family. I did this accidentally early on when I wasn't sure what I was doing. You can test it out with some lower level items if you like, but GTN prices are so wonky you'll have to find an affordable niche.

     

    Edit: Forgot to say, this is probably dependent on your crafting skill. I don't think you're going to pull off RE's on items that are much higher rating that what you can currently craft.

  12. Has anyone been able to figure out how big the stat bonuses will be for Reboubt/Overkill, etc. I noticed that most of the item sites out there don't have the upgraded schematics.

     

    I've been poking at the game data, and the upgraded schematics items aren't in there. (The base item is). I'm thinking there must be a table or a formula, in game, that computes the bonus, based on something (item level, quality, skill level, slot, something...)

     

    Thoughts?

     

    This is worth checking out, definitely. I was playing around with the relationship between "Rating", "Difficulty", and "Level", which is kind of interesting. Initially I thought there was a directly proportional relationship, but what I THINK I'm seeing now is that "Difficulty" is dependent on your character's level when you created the item, how many times you have crafted it, and/or a few other variables.

     

    This would also make sense for crafting probabilities, its not just a straight percentage probability, but could include quite a few more variables. So its not just a matter of "You have a 2% chance of crafting this item with your current Armormech Level", but there could be quite a few other variable dependencies that prevent from being a straight probability.

  13. if there is collection of such info, link would be much appreciated. it's just that it sounds... overly complicated.

     

    on the topic of REing/critting artifact-grade base items, I'd like to point out that all the recipes (that I managed to find) are recipes for pieces normally sold by dungeon vendors.

    knowing this, it just feels that the item is as it is, no chance of getting better. I sadly have no info to back this up in any way.

     

    Yes, I will at work.

  14. What's your source that REing purples cannot result in new schematics? Just that no one's claimed to have done it yet?

     

    I ask because I can't find any dev posts about the subject and I know it was possible pre-launch, albeit very rare.

     

    I just want to know if the presumption is based off of a lot of crafters getting together and saying, "nope, I haven't done it either" or if Bioware has explicitly stated that you can no longer get orange schematics from REing purples.

     

    Not too long ago people were swearing up and down you can't critically craft orange items, but we're now starting to see that, in fact, you can.

     

    HE6

     

    There is nothing printed or stated on exactly how the system works, that's why we're so light on information and so much of this is based on supposition. Basically, the only thing that has been proven is the 3 tier item family system, most of what we're operating on right now is guess and assumption. So your first assumption of "nope, I haven't done it either" is pretty much how it goes right now.

     

    From developers' published comments, game experience, and reading a LOT on the subject on this forum and some really good resources outside this forum that actually use some probability math to help prove some of this, I believe that Bioware is trickling a small amount of the very high level schematics onto each server through RE or other avenues. Its controlled, not everyone can all have the same upper end schems. Not proven, but it's a strong hypothesis, I think 6 months from now we'll see as more epic items start hitting GTN.

  15. Hey man, great guide. We just addressed this in the Armormech guide, but most people are using the terminology Tier 1, Tier 2, and Tier 3 to refer to levels of item within a family instead of Base, Tier 1, and Tier 2 as you do in the guide. Since we've seen some confusion in other threads, would you be interested in adjusting to this terminology for simplicity and consistency's sake?
  16. Hi apacheFX,

     

    Again thanks for the feedback and responding to some of the questions asked in here.

     

    I see we do have some conflicts in our terminology, let me try and clear those up for everyone (I will make some amendments to the guide to clarify better).

     

    I picked up the use of terms tier 1 & tier 2 from Slaine's definitive post on Reverse Engineering. as much of the background content of my guide comes from there I stayed consistent with those terms.

     

    You start with a Base schematic (This can be either Green or Blue in my experience).

     

    The three possible schematics you can get from here (Critical, Overkill & Redoubt) are refered to as a Tier 1 Prefixes.

     

    The fourteen (fifteen if they fix what we think is a bug) possible schematics you can get from here (Tempest, Endowment, etc) are referred to as Tier 2 Prefixes.

     

    I therefore extended this terminology to refer to schematics as

     

    Base

    Tier 1 (with a tier 1 prefix)

    Tier 2 (with a tier 2 prefix)

     

    I ignored the colour (type?) of the schmatic as they differ dependant on the colour of the base schematic.

     

    The naming convention you are suggesting won't work if the Base schematic is Blue, as the Critical/Overkill/Redoubt schematics obtained from this are Purple.

     

    If we ignore the colour of the schematic/item it might still be confusing as we would have a Tier 2 schematic that provides an item with a tier 1 prefix (possibly more confusing).

     

    Changing how we number the Prefixes would also add confunsion as if Critical/Overkill/Redoubt was called a Tier 2 prefix, people would ask "What are the Tier 1 prefixes?"

     

    I shall add some more notes to the guide to clarify this

     

    Regards

    Wolf

     

    No, just go to Tier 1, 2, 3, most other people are using this now anyway. Color doesn't matter within a crafting family, 1, 2, 3 works just fine if the Tier 1 base item is either green or blue. Let's try to be consistent with community terminology.

  17.  

    Crafting is pretty much useless , and this makes a domino effect where the trade market is pretty much useless. You dont even need to go near the trade market and level to 50 without a worry in the world.

     

    BW,bw,bw, what have you done.

     

    Anyone else feel like game companies nowdays honestly think we have an IQ of an ant and feel that we cannot handle a more complicated crafting system ( hell a more complicated GAME tbh )

     

    Lol, another Captain of Industry heard from. You know what they've done? They've 'crafted' a game that has sold over 1.5 million copies at at least $60 bucks a pop. With CE's, that's $100 million dollars in a Month. But I love how every talking head on TOR comes to the crew skills forum to start YET ANOTHER topic, exactly like 10 other topics on the same subject on the first forum page, to tell Bioware how they don't understand anything about crafting anything, manufacturing anything, economies, or money.

     

    I tell you what, let's be fair. Darthjello, are you by any chance a published economist? Or have you managed a product that made, oh lets be easy on you, at least $1 million dollars in a year? Maybe even just an industrial engineer? If so, then please, hop on your jet and fly on over to Bioware HQ for a friendly game of squash and some tips on managing an in-game manufacturing economy. If not, then please, continue to contribute little nugs of your as yet unrecognized genius to this forum, but note: There are over 1,000 topics on this exact same subject in this forum alone. Any one of those will do, pick one, I'll promise you you don't have a single thing to say that hasn't been said in every one of those before. I assure you, the Darthjello name on the front of the topic there isn't going to be the one that BW looks at and says "Oh lord, Darthjello is here, we really don't know anything about crafting or money after all. Get him on the phone to save our game NOW!"

     

    And to the rest of you out there that do have some interest in the economy of the game beyond using it as a pinata to blindly bash with your freshman social studies economic theory: I know I'm playing right into their hands by encouraging, prolonging, and bumping this topic. But please understand, I had to say it just once, for sanity's sake, just this once. I promise I won't do it again. :D

  18. I thank you sir! :)

    So, for the difficulty, everything has a gray dot next to it, except the Professional Chestguard armor, which is yellow. Now, since I don't get any more Armormech from like all the the items I can craft, should I stop crafting at the moment and continue my quest line to unlock new schematics at the crew skill vendor?

     

    EDIT: changing the "Difficulty" for "Level", I noticed that all my schematics are for Level 9 equipment, except the Chestguard armor which is level 11. I really need to find more schematics, but how?

     

    I started with a few schematics, RE'd some of them up to Tier 3 purples, and then looked for better schematics. I've found a few on Underworld Trading (though I usually get synthweaving schematics from there), very few random drops, and I've bought the majority from Armormech crew skills vendors.

     

    If I find i'm not increasing my armormech skill by crafting, or i'm having to go back and look for Scavenging or Underworld Trading mats that are below the top grade of missions available, then its time to move on and look for new schematics. Only exception is when I've found a few niches for items that sell well on the GTN. But I've found making money and leveling are mutually exclusive, typically you're either farming/crafting/RE'ing for leveling up skills, or you're just crafting for money. Its hard to sell stuff when you're constantly RE'ing back into scrap :)

     

    "Difficulty" seems to be inversely proportionate to "Rating". From my personal experience, Tier 1 items typically have a higher "Difficulty" than the Tier 2 or Tier 3 counterparts of that same item. I think this is to encourage Armormechs to diversify their offerings rather than just focus on a single item family (so you can't continuously increase your Armormech skill by just focusing on all the variations of a single family of Heavy Boot, for example). Armormech skill improvement is frontloaded on the lower tier items of a family.

     

    "Level" is the min level a character will need to equip the item. Typically, the higher the 'level' of the Tier 1 item, the greater the initial 'difficulty' and the 'rating'. Tier 2 items of the same family will have the same 'level' as Tier 1 but with a slightly lower 'difficulty' and a higher 'rating'. Tier 3 items will have the same 'level' as Tiers 1 and 2, but with the lowest 'difficulty' of the family and the highest 'rating'.

     

    lol, sorry for superlongpost

  19.  

    Crew Affection has not to do with the outcome of UWT missions, only missions with a tag of "Rich" will reward artifact/purple quality mat's

     

     

    Then does crew affection have ANYTHING to do with missions, mats, or crafting? I've seen several more people reference high affection increasing likelihood of critical mat, and you're the only person I've found so far who says no. I'm willing to believe either side, but do you (or anyone) have any evidence to this fact? FAQ, manual, etc.?

     

    Right now this crew forum if friggin impossible to read, because crafting and missions success are dictated by probabilities based on unknown variables, no one knows the algorithms, the majority of the people on here don't understand probability math, and everything is a speculative cluster flock.

  20. I do not know a for sure answer on this but i do have a theory that i would think is correct. If you remove your item early you do not get your deposit back. I think this is there to keep players from posting an item, then removing and reposting it as soon as someone puts one up cheaper. Thats why i think it is there.

     

    Correct, I screwed up and did this the other day (item was expiring in 15 minutes, i wanted to drop price without having to come back to GTN, but I lost deposit when I pulled it early). I can't imagine what a freakin disaster the market would be to manage if you could randomly pull and re-add items with no deposit penalty, although in the short term it might help to bring all these ridiculous mat and schematic speculators back down to reality a little more quickly.

  21. Thanks a lot for the effort in this great guide. I was pretty lost and since I read this guide, I'm crafting like crazy with my level 20 Bounty Hunter.

     

    I have 3 questions though:

     

    - Maybe it's just bad luck, but my RE almost never provide schematics. I've spent A LOT of materials for like 4-5 new schematics... Is it possible to improve the RE % chances to extract new schematics and if yes, how?

     

    - My Armormech level is stuck at 60. I keep crafting, but it doesn't improve. Why is that?

     

    - Before logging out, I always send Mako and my starship droid to Scavenging and Underworld Trading missions. Some missions cost more, some missions cost less in the same listing. What's the difference between the missions according to the price? Is it worth it to send a companion in a 500 credits instead of a 245 credits one?

     

    Thanks a lot guys, for the original post and to the many replies!

     

    1. Check out the RE guide sticky at top of crew skills form

    2. when you craft, you can sort items by "difficulty". More difficult items will advance your crafting skill, less difficult items will not if the difficulty is too low.

    3. More expensive missions yield more resources. Just before the mission cost, it should say "Moderate", "Abundant", or "Rich" Yield. This is relatively how much of the item you will bring home as compared to other missions.

  22. Tier 3 artifact recipes will always require a artifact mat. Currently only Rich yeild underworld trading missions reward artifact mats.

     

    What is Tier 3, oranges? Those UT missions don't always give you a purple mat, does companion affection have anything to do with odds of getting one?

  23. Hi wolf, great guide, I really appreciate it.

     

    I have found that Tier 2 purple items almost always require a rare purple mat to manufacture. Like yourself I was going to GTN for these mats, but I have recently heard unconfirmed info that if your crew member has a high level of affection for you, they will be more likely to crit on missions and supply more of the rare purple mats. I'm working on this now, but if true its a pretty key component to making Armormech viable for crafting and selling armor items above blue.

  24. I've never heard any of this about affection level before. Is it stated somewhere to confirm, or is this more of a gut feel/experience? This changes everything, and would completely change the way I farm, I've been using my zero affection crappy droid.
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