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dinwitt

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Everything posted by dinwitt

  1. No fee, but tips are always appreciated. I also keep any extras I get from crits on the armorings and mods.
  2. Character: Dinwitt Faction: Imperial Schematics: Armorings: Advanced Commando Armoring 26 Advanced Force Wielder Armoring 26 Advanced Guardian Armoring 26 Advanced Might Armoring 26 Advanced Reflex Armoring 26 Advanced Resolve Armoring 26 Advanced Skill Armoring 26 Mats Required: Synthetic Energy Matrix x 2 Molecular Stabilizer x 4 Mandalorian Iron x 6 Durasteel x 10 Zal Alloy x 10 Mods: Advanced Agile Mod 26 Advanced Aptitude Mod 26 Advanced Artful Mod 26 Advanced Deft Mod 26 Advanced Deft Mod 26B Advanced Keen Mod 26 Advanced Potent Mod 26 Advanced Potent Mod 26B Mats Required: Molecular Stabilizer x 2 Mandalorian Iron x 2 Durasteel x 4 Zal Alloy x 4 Earpieces: Black Hole Bulwark's MK-3 Module Black Hole Mender's MK-1 Relay Mats Required: Synthetic Energy Matrix x 2 Molecular Stabilizer x 4 Mandalorian Iron x 8 Durasteel x 10 Zal Alloy x 12
  3. I learned the Bulwark's MK-3 earpiece schematic last night, which I'm told is a good one so I may need to come up with a policy for crafting ear pieces. Since I can't count on crits for a revenue stream I'm not sure what to do. Perhaps a system where I ask for some credits, 100k or so, up front, and give a partial refund, and possibly an augment kit, if it doesn't crit? Or only charge if it does crit? I don't really like either of those systems so I may just let people tip what they want instead. I did pretty well in Rift with only tips, but crafting in Rift was also about 45 minutes faster per item. Any suggestions?
  4. I'm curious your policy about the extras from critical results. Seeing such a ridiculous crafting fee (and it is ridiculous, with current material prices it doesn't make sense to provide them) makes me think you'd pass those on to the customer, but it isn't explicitly stated so I thought I'd nail down your exact policy.
  5. Dinwitt from Canderous Ordo, a.k.a. Mycroft from The Constant, here. You'll see my spam in Fleet if you are in the Trade channel, but I thought I'd maintain a list on the forums also. Armorings: Advanced Commando Armoring 26 Advanced Force Wielder Armoring 26 Advanced Guardian Armoring 26 Advanced Might Armoring 26 Advanced Reflex Armoring 26 Advanced Resolve Armoring 26 Advanced Skill Armoring 26 Mats Required: Synthetic Energy Matrix x 2 Molecular Stabilizer x 4 Mandalorian Iron x 6 Durasteel x 10 Zal Alloy x 10 Mods: Advanced Agile Mod 26 Advanced Aptitude Mod 26 Advanced Artful Mod 26 Advanced Deft Mod 26 Advanced Deft Mod 26B Advanced Keen Mod 26 Advanced Potent Mod 26 Advanced Potent Mod 26B Mats Required: Molecular Stabilizer x 2 Mandalorian Iron x 2 Durasteel x 4 Zal Alloy x 4 Earpieces: Black Hole Bulwark's MK-3 Module Black Hole Mender's MK-1 Relay Mats Required: Synthetic Energy Matrix x 2 Molecular Stabilizer x 4 Mandalorian Iron x 8 Durasteel x 10 Zal Alloy x 12 Crafting is free if materials are provided. Tips are always appreciated but never expected. Instead of charging for crafting I keep the extras produced by critical results. This lets me have armorings on hand to trade for materials right away, and when I don't I am wiling to work with people that aren't comfortable handing over such expensive materials up front. I usually don't have mods premade but I give them priority in my crafting queue if some are requested. My main is Dinwitt on the Imerial side, and I have an alt Draginiss on the Republic that I never play. I usually log on for about half an hour around 7:00 server time to check my auctions, get my companions back on missions, and advertise my services. Wednesday I am on longer to raid and will still take orders, but might be unresponsive if we're currently on a boss. I can also handle mail orders. So please get in touch with me if you need some crafting done. If other crafters also want to post what they can make in this thread that'd be great. If we get enough I might change this first post and consolidate all that info. Otherwise I'll just keep updating as I learn new schematics. Edit 9/19: Added earpieces
  6. Right now, for several million credits, I can buy all the mods/armorings/enhancements/barrels I need to get full iLevel 61 gear. If that costs to much, I can farm space missions to buy exotic crafting material boxes to get the gear made for me. And if that takes to much time, I can get carried through EC HM and NMP by a fully geared and skilled group and get my full set in a few hours at most. If gear is the accomplishment, its already been diminished. First of all, reductio ad absurdum is a legitimate technique. That your idea, subscriptions as a test of loyalty, leads to such absurd conclusions is an argument against it. I get where you are coming from. But you don't get where I am coming from. You see people buying gear in game and equate that with buying their way through life. I see people working hard in life and wanting to use the fruits of their labor to make the games they play more enjoyable. I am not advocating to make the game easier. I am not advocating to remove skill requirements. People that are bad at their class won't succeed in pve or pvp because they were able to buy gear. There are plenty of full Campaign geared people on my server that I don't raid with because they are terrible at their classes. Pay to win won't change any of that. It will just give people who can't put in the time because of external obligation a chance to keep up. It will also give a quantifiable value to that gear you've worked so hard for. You'll still need skill to get the titles from PvE and renown in PvP, and gear has always been just a mean towards those ends.
  7. First of all, I do not have anyone in particular in mind for my person A and person B. Personally, my sniper is basically best in slot except for PvP relics because I don't PvP, and I'm not really interested in leveling more characters except as crafting alts. That being said, lets get to my responses. Why are you marginalizing the work that person B is doing? Just because it isn't in the game doesn't make it not important. If he wants to take the work he's been rewarded for, and translate that external reward into a reward from SW:TOR, why is he demonized for doing so? Letting him do that is in no way penalizing person A, as person A's rewards are still there and he was still willing to put in the time he did to obtain them. If the price cost and time cost aren't equivalent then there may be an issue, but thats beyond this discussion. So subscriptions aren't pay to win, they are commit to win? Does that mean we should only let six month subscribers access to Terror from Beyond for the first few months its out, since they're the most committed? How is someone who has spent $30 in the cash shop this month less committed than a one month subscriber who has cancelled and is riding out their final 29 days? Should we strip gear from people who complain on the forums, since they're clearly not supportive enough to deserve it? This idea that only people who've proven their support for the game should get the best rewards is a dangerous one and probably more damaging to the game's health than pay to win ever could be. And again, letting people pay a one time cash fee for the same rewards as the people paying cash monthly is in no way a penalty to the subscibers but an alternative means of advancement. My argument isn't letting people without the time or cash to play competitively. My argument is that people without the time but with the cash should have a chance. This hyperbole is really unnecessary. Especially since you've hade to misunderstad my position to justify using it.
  8. I don't understand the outlash againt the idea of pay to win. Lets consider the extreme example of two players. Once has little to no obligations on his time, so he chooses to spend 10 hours of it a day in SW:TOR. He quickly reaches the pinnacle of each class in skill and gear, thanks to the large amount of time he is able to spend. No one complains about this man. But look at our other player. He has work and family and other obligations for a large majority of his day, meaning he can only spend at most 1 hour a day playing SW:TOR. He doesn't level up very fast, and once he does reach 50 he is left behind gear wise since he just doesn't have the time to learn the raids and get the gear. He loves the game, but is on the verge of quitting because he cannot participate in the game. So tell me, why is it okay for the first player to leverage his lack of obligations into in-game success, but verboten for the second player to utilize his real life obligations to do the same? And, in a completely unrelated question, free to play users will have limited pvp matches per day, meaning limited gains of pvp commendations and slower pvp gear acquisition. How is giving paying subscribers quicker access to better gear not pay to win? If pay to win is anything that gives one player an advantage in end game, how is unlimited war zones and access to operations for paying subscribers not pay to win?
  9. Supposedly it'll be the model of the sniper rifle from Explosive Conflict Nightmare Mode. It is also the model of the craftable Wraith Elite sniper rifle, which maxes out at about Tionese level stats.
  10. But its a terrible assumption seeing as the change, making the probe launcher work all the time, has nothing to do with the bug, that invisible droids aren't being revealed by the probe. The more likely culprit is the Floating Light change to Kaon, since the probe in the Colonel Vorgath fight also has a Floating Light. I would love to see your argument otherwise. 1. Don't look at the encounter. Look at the system that was affected. 2. I never said that the new bug is circumstantial, but if testing the bug fixed in the patch (which was circumstantial) didn't require revealing any probes, then there is no reason to assume that they tested that part of the encounter. They probably should have because of the Floating Light, but not because of the probe launching.
  11. Either I missed something, or everyone in this thread seems to be conflating two different issues. The patch note refers to the player in the tower launching probes (which was an actual problem, on at least occassion I've wiped because a probe wasn't launched and a mob spawned while it was being relaunched), and as I understand it the bug has to do with demolition drones not being revealed. They appear to be completely different systems, related only in that you need a probe to reveal drones. Am I wrong, or is everyone else mixing the probe launched by the player with the drone it reveals? I don't think my interpretation is inconsistent with the patch note, as using the probe launcher reveals a probe (i.e. a hologram of the person in the tower with a floating light) on the field, but I want to make sure I'm not taking crazy pills before I accuse most everyone in the last 13 pages of bandwagoning and hyperbole and I don't have access to torhead to make sure I have the droid's name right (I am pretty sure its an Imperial Demolition Drone).
  12. Its the same mats and time as the Custom-built Blaster Pistol. Send in a bug report and start farming those grade 2 mats.
  13. I'm seeing on the sithwarrior.com website several people mentioning that the ranged accuracy is just for the basic attack, while the tech accuracy is for special attacks also, but I have no clue where they obtained that information. Was it just from testing in game?
  14. See, this is the part that is throwing me off. I was under the impression that, for snipers, white damage was ranged and yellow damage was tech. So my Orbital Strike, Corrosive Dart, Explosive Probe, etc. would go off my tech accuracy, but my Snipe, Ambush, Followthrough, Series of Shots, Takedown, etc. would be based on my ranged accuracy. There's certainly nothing in Rifle Shot's description to differentiate it from other attacks that also do weapon damage, so why do those other attacks use Tech Accuracy instead of Ranged Accuracy?
  15. So are you saying Snipers need 8% accuracy to account for defense, or 18% accuracy to guarantee that our ranged attacks (which, as you mention above, is the majority of them for Marksmanship Snipers) will hit?
  16. The Crafting/Economy Panel didn't really go into detail on the five pages of crafting changes because there is supposed to be a blog post about them soon. It would certainly answer a significant number of threads in this forum if we had something detailing the changes coming. A cursory glance shows me 12 threads on the front page of this forum that would potentially benefit from this post. Since I see from the dev tracker that Stephen Reid and Georg Zoeller are active right now, is there any chance either of them could give us an eta on this blog post?
  17. I don't recall this at all, and I was listening for it. I do recall a dev q&a where they explicitly said that in update 1.2 crit crafted orange gear will be best in slot when filled with raid tier item modifications. This isn't necessarily a problem though for people that like the look of their raid gear, as they can get orange versions of it from RE.
  18. Armstech was the third. Also there was mention during the operations panel of being able to RE raid drops to get orange schematics for that model, but it wasn't elaborated upon during the crafting session.
  19. The short (and admittedly obnoxious) answer? No finite sample size will do, since the population is constantly growing and it only takes one contrary result (which has been provided by multiple people in this topic) to disprove your hypothesis and the next one could be it. As for the long answer, and I realize that this is probably insulting to someone as familiar with statistics as you are, but there are equations and guidelines out there to tell you, depending on your statistical model, null hypothesis, degree of freedom, etc., what a valid sample size is for your population. There are also factors that sample size can affect, like confidence intervals. Additionally, there are accepted standards for obtaining the sample. Posting a thread on a game's forum like the TC has done, saying he saw a trend and asking if anyone also saw it, is not one of them. The sample needs to be unbiased, which is something that the phrasing of your question implies you don't understand.
  20. You say that the same group results in the same drops. I've run Kaon twice, with the exact same members (I think classes are Sniper, Marauder, Sorceror, and Juggernaut but I'm not sure as I recognize the people by name and not class), and the boss drops were completely different. So you're wrong. Trying to bring up obvious causation/correlation confusion to anyone familiar with statistics is not changing the fact that this is a problem of humans seeing patterns where none actually exist. Anecdotal evidence does not a statistical test make, and if you tried to do one off the data in this thread your margin of error would make any result meaningless. The real issue is that this thread is a giant echoing chamber that only attracts people with a similar problem, and the people in it think they are a valid population sample to base ridiculous conclusions on. Believe it or not, the subset of the population that visits forums is not representative of the whole, and the subset of those that would be interested enough in this thread to read and post in it is even less representative. If you want to actually be convincing, get some hard numbers. Get actual group make ups and their actual drops. And get a lot of them, from different groups of people. Don't guess at a pattern, find it and prove it. This on so many levels. Its always amusing that these sorts of threads are usually asking to make things less random by removing random, independent variables from the loot equation. The fact is that the TC's specific set of 15+ smuggler tokens in a row is as likely as any other specific set of 15+ tokens, and its only a problem because he didn't have a smuggler in the group.
  21. It would probably be more accurate (or perhaps just less confusing) to say that cast time abilities don't trigger the GCD, which is why you can chain an instant attack immediately following a Snipe or Ambush, so lowering their cast time will let you use your next skill sooner.
  22. Eventually the cost of raw materials from abandoned gathering and mission crew skills would push slicers back into those skills, as the time to make enough credits to obtain those items would make the cost of remastering their old crew skill seem trivial. Which, thinking about it, is what's happening now, except faster because the reduced earnings from slicing has made the inflection point so much smaller. And if people were actually choosing slicing over their one crafting crew skill, then thats a problem of crafting crew skills outside of biochem not actually being useful at level 50.
  23. Comparing the vendor value of mission rewards to the return of pre nerf slicing missions is disingenuous at best. If you didn't want to participate in the economy by selling that green goo on the GTN then the prices on the GTN shouldn't be a problem as you've already excluded yourself. But if you did put them on the GTN, at a minimum for how much you spent to acquire them and potentially much more depending on demand, then you'd be directly benefiting from how much the slicers were making. Also, I'd still like an answer to why hoarded credits are bad. Hoarded credits are invisible to the economy, just as credits spent on NPCs are invisible to the economy. Hoarded credits may as well have not been earned, and, under the new slicing return rates, probably will not be earned. You are basically arguing here to unnerf slicing, because slicers will have less money meaning prices will get too low and crafters won't bother making or listing anything. All crafting only needs one gathering and one mission skill. There is one reason a crafter would need to buy materials off the GTN. If they took slicing instead of their recommended gathering or mission skill. In which case they will have the credits to afford crafts.
  24. How does their sitting on 750,000 affect the economy in any way? Money that they are hoarding is money not in circulation. They got that money from slicing missions, so its not money that was removed from the system. There is no one that hoarded slicing money hurts, or helps (it'll help the slicer when he spends it, but while its being hoarded it does no good). I've seen this come up multiple times, that slicers were hurting the economy by making lots of credits and not spending it, and I would appreciate an explanation of how that works. That was the whole point of slicing. Give up a gathering or mission skill, and get Slicing instead, so that you can get missions, schematics, and credits to buy the raw materials and crafted goods you are missing. That this is your argument just boggles my mind.
  25. Just thinking wildly here, but I wonder if a better analogy would be to liken each gathering and mission skill's raw materials to a different nation's currency, and the GTN like some sort of currency exchange. They all represent time spent, whether leveling, on a crew mission, or hitting gathering nodes. I don't doubt that the difference in sources will affect the prices, as you can get more gathering raw materials than mission raw materials in the same amount of time. The people panicking about inflation wouldn't like it, because it would show that all gathering and mission crew skills bring value into the system, and only crafting skills and NPC vendors remove it. There are some flaws. Gathering and mission crew skills aside from slicing only really give "purchasing" power in a related crafting crew skill, and you have to go through credits instead of directly trading raw materials of one type for those of another over the GTN. Its like they think raw materials from mission skills are scarce and that mission crew skills have meaningful barriers to entry.
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