Trade Wars
8Dec/140

How Reverse Engineering Works 3.0

With the release of the 3.0 patch Shadow of Revan the level cap has been raised to 60 and along with that the crew skill cap is now 500. This brings along a new system for reverse engineering. The old system is still in place for schematics level 1 to 450 and you can read my previous post about that here.

For schematic skill 451 to 500 a new system is in place. It is similar to the old system, but a few important changes does a whole lot of difference.

Here are the main differences:

1) Each increase in schematic rating will raise the two primary stats - not only the added stat(s) as in the old system.

2) Prototype prefixes are replaced with Artifact prefixes and as a result two stats are added on the Prototype level instead of just one.

The structure of stats on schematics is as follows.

Base stats:

  • Primary stat (main stat)
  • Primary stat (Endurance)
  • Secondary stat
  • Secondary stat

Prefix stats:

  • Secondary stat
  • Secondary stat

In the old system RE'ing a green item could teach you a blue schematic with one of three prototype prefixes (Critical, Overkill, Redoubt) - which would add one additional secondary stat (Critical Rating, Power, Defense Rating). In the new system learning a prototype schematic will add two secondary stats and raise the primary stats. If the added stat is already a base stat the stat is added to the existing number.

There are three different prefixes for prototype schematics: Fervor, Expert, and Veracity. These are the same prefixes as the artifact recipes in the old system. They are also straight up replacements to the old ones with the only difference that they add one more stat. Fervor replace Critical and adds Critical Rating and Accuracy Rating instead of only Critical Rating. Expert is Power and Surge Rating, and Veracity is Defense Rating and Shield Rating.

The prefixes for artifact schematics are mostly the same as before. Combos that mixed DPS and tanking stats are removed and a new tanking combo called Shielded is added. They are learned the same way with the only differences being 1) You can only learn a artifact prefix that shares the same stat as the prototype prefix you are RE'ing and 2) It will remove the stat that does not match the prefix.

Prefixes are also shuffled around a bit.

These are the 9 prefixes and their associated stats:

prefixes-swtor

For instance RE'ing an Expert prototype item can grant you one of the following schematics: Hawkeye, Vehemence, or Expert. The kicker is if you discover a different artifact prefix from the prototype prefix it will remove the bonus the prototype prefix added and give the artifact bonus instead.

Schematics are now more streamlined and mixed stat combos like DPS and tanking stats in the same prefix has been removed. This means potentially less RE'ing required to learn the needed schematics.

26Jan/126

Companion Bonuses

The 40 companions all bring something extra to the crew skills. Everyone has a two bonuses that apply to two crew skills. Every companion has it's own unique bonuses which gives each class different options.

There are two types of bonuses; Efficiency and Critical.

Efficiency

This bonus affects the time it takes to complete a task. It might seem nice to be able to craft items or gather mats faster, but in reality this does not increase the profitability in any way, unless you are online 24/7 and assign tasks to companions as soon as they become available.

Critical

The critical bonus increases the chance of the task to have a higher yield. For mission tasks this will award artifact materials, schematics or gifts. For gathering skills it will simply add more materials. Most crafting skills will add an augmentation slot to the crafted item, with Biochem being the exception as stims, medpacks, and adrenals cannot have such slots. Instead a critical craft of these items will yield an extra item. Implants will still get augmentation slots.

The critical bonus is more profitable than the efficiency, so try to aim for crew skills with those bonuses to your class when selecting skills. The below table shows the distribution of bonuses. For each of the two types there are 3 tiers. For efficiency the tiers are +5, +10, +15 and for critical they are +1, +2 , +5. Always try to go for the highest critical bonus if possible.

Republic vs Empire

If you were to have one of each four classes for each faction how would you select your crew skills based on profitability? It is hard to determine what is most profitable from server to server but here is the selection I would do if we assume all servers are the same.

Republic

  • Jedi Knight: Biochem**, Slicing, Treasure Hunting (+8 crit)
  • Jedi Consular: Scavenging++, Diplomacy+, Underworld Trading+ (+5 crit)
  • Trooper: Armormech**, Scavenging++, Diplomacy+ (+12 crit)
  • Smuggler: Armstech**, Bioanalysis+, Investigation+ (+9 crit)

Empire

  • Sith Warrior: Synthweaving**, Bioanalysis+, Treasure Hunting (+12 crit)
  • Sith Inquistitor: Archaeology+, Scavenging+, Underworld Trading++ (+9 crit)
  • Bounty Hunter: Biochem**, Bioanalysis+, Treasure Hunting (+6 crit)
  • Imperial Agent: Armormech**, Diplomacy+, Underworld Trading++ (+9 crit)

*: Supported by one other crew skill **: Supported by two other crew skills +: Supports one crafting skill ++: Supports two crafting skills

It is clear The Republic has a lot more synergy in crew skills between classes if you look at critical only and favors crafting skills whereas The Empire favors mission skills. You could even change out Bioanalysis for the Sith Warrior and go with Investigation to diversify.

It is also worth noting companion affection impacts Efficiency and Critical as well as task yield/success so make sure to max their affection. This is also why you should avoid using the droid you get with your ship on mission tasks at all if possible, as it does not have any affection and will have a higher failure rate than your other regular companions.

22Jan/124

A Closer Look At Gear

As with any gear in the game their stats are tailored to fit a class/role combination. There are a total of 10 basic gear types which match the 10 class/role combinations. Here is a listing specific for Biochem and implants. Other crafting skill will have a similar structure but different names.

It is important to know which roles use which kind of gear as it impacts the demand and you also need to know which stats will likely be useless for at specific class/role combo. As Accuracy is not used by healers, any Resolve, Rejuvenation or Cardio gear with a Accuracy prefix (see How Reverse Engineering Works for info on stat relations to prefix) will be less effective as one with Alacrity. Even though you do not have to known the preferred stats for all class/role combos to play your own character, you still need to know the rest in order to have an idea of the demand of certain items.

Below I have color-coded the optimal stats distribution green, lesser but still viable options yellow, and everything that does not fit the specific class/role red. Please comment if you think I have miss-colored anything.

   
   
   
   
   
   
   
   

This brings us from 140 to 50 potential profitable items and gives a more focused approach to data gathering and crafting selections.

20Jan/120

How Reverse Engineering Works

There are a few ways to get higher quality schematics, but I will focus on the most common (and easiest one): Reverse Engineering. The basics of reverse engineering(RE from now on) is that you dismantle an item to learn how to make a better version of it and in the process you get some of the materials back. Sounds easy right?

For the most parts that is how it's done. When it comes to gear there are different improvements you learn through RE. For instance will RE of a green item have a chance of granting one of 3 types of schematics. Those types dictate what stat is added to the item. The 3 types are recognized by the prefix given to them:

  • Critical
  • Overkill
  • Redoubt

Critical will increase the Critical Rating, Overkill will increase the Power and Redoubt will increase the Defense Rating. How much of an increase depends on the level of the schematic learned. For instance will implants for level 50 players grant +35 to the bonus stat.

These 3 blue schematics have a chance to grant a purple schematic when RE'd and again a stat will be added. For the same implants as above the initial bonus stat will be increased by +5 and a new bonus stat is also added with an +40 increase. The 5 new stats to be added to a purple schematic are:

  • Accuracy
  • Alacrity
  • Presence
  • Surge
  • Shield Rating

The only exception is Redoubt items which for some reason will not grant any schematics with Alacrity. This gives a total of 3 blue and 14 purple schematics from just one green schematic. On top of that there are 10 different implants at skill level 380 and above which are available from the trainer. That's a total of 180 items to potentially craft and sell just for level 50 players.

In order to tell the 14 purple schematics apart they all have a certain prefix based on the two bonus stats. The blue prefix is removed and replace by one of 14 new prefixes. Here is a view of those:

Some of these are more useful than others and in a later post I will go over which ones might be profitable.

19Jan/126

Level 400 Biochem – Now What?

If you haven't yet visited the crew skill trainer head over there and pick up all non-purple schematics. If you want to save some coin you can go for the top level schematics only which are the ones that require skill 380 and above. Unless you have a specific use for a Rakata schematic they are just a waste of money.

Now you need to study the market. This part of the process is by far the most time-consuming at the moment. Without add-ons or other tools to help you gather the data you need, you basically have to resort to pen and paper. On the surface this doesn't look to difficult, but then you realize that one green implant can turn into 3 blue implants and those 3 blue can turn into 14 purple, then it can be quite a task to keep track of up to 10 different green implants and their improved versions.

In order to keep track of the prices of mats and items I created a spreadsheet to hold some of the data needed. Let me go through how it works.

First you need to fill in the market value of the different crafting materials on the Materials sheet. The vendor mats are fixed on all servers so they are pre-filled. At the moment only Grade 5 & 6 materials are implemented in the sheet so don't bother with any of the others.

On the other sheets you fill in the market value (price) of the items on the GTN. In the example below you can see the data for the top level Reaction implant. The ones not filled are situations where there is no items posted on the GTN. This is obviously an opportunity if there is a demand for the item. I will cover which prefixes are most likely to be in demand and which ones to stay away from in a later post.

Another feature of the spreadsheet is being able to add your own schematics without having to deal with formulas and calculations. On the Adrenals & Stims sheet there is a custom section where any schematic can be added. The only restriction is the schematic can only use grade 5 or 6 materials. Just put in the amount of materials used by the schematic in grid to the right and the market value and you will know if there is a profit to be made from crafting the item.

Feel free to leave suggestions or feedback to the file in the comments below. You can also email me. My email is in the file as well.