Trade Wars
10Feb/150

Opportunity Cost and Credits per Hour

Before embarking on the journey of credit making in SWTOR there are two concepts you need to know and use: Opportunity Cost and Credits per Hour or simply Profit per Hour. These two concepts should be your two most important factors when deciding how best to accumulate credits.

Credits per Hour

This concept is faily simple. Scaled up or down, how much would any activity make you in credits per hour performed. For instance if farming mats for two hours and selling them for a total of 100.000 will give that activity a profit of 50.000 per hour. If crafting an item and selling that item for at profit of 5.000 credits on the face it will look to be less profitable than gathering mats, but taking into account that crafting the item on takes up to one minute (and that is a very high estimation) then the credits made per hour would be 300.000. It is clear that the first activity made you 100.000 credits and the second only 5.000, but imagine doing the second activity for 2 hours.

There are two things to note here: The first one is there is a throttle on how many items and therefore how much time you can spend on crafting. Crafting for two hours straight is simply not possible without wasting time on idling and therefore bringing down the hourly profit. Also the profit will scale with supply and demand so flooding the market with an item can decrease profits rapidly. Secondly time spent on crafting should be calculated from the time you spend on ordering the crafting of the items, not includning the actual craft time. That is because you can do other (creditmaking) activities while your crew is crafting the items.

Opportunity Cost

This concept is probably the one that most people don't know or at least don't realise is the reason for the decisions they make. Basically Opportunity Costmeans the choices you make have a value but also a profit or loss, because every choice you don't make has a value too. Given the choice to farm mats and sell the mats or buy the mats off the GTN and craft and sell those items each choice has a value. If we break down the example above every minute you farm mats you make 833 credits. Every minute you start a craft you make 5.000 credits. So every minute you are choosing to farm rather than crafting you lose 4167 in potential profit, so farming in this example is an overall economic loss.

To sum this up it is very important to know the profit per hour of every credit making activity you do in order to know how to make the most profit. Remember your time in-game is a resource and that resource needs to be as effective as possible if your goal is to make the most credits you possibly can. People often think their time is an infinite reource and therefore don't value their time, but time is a finite resource and should be valued just like you value your time in real life by earning an hourly wage. In SWTOR as in life you should set a price on your time and if an activity is not valued above your "hourly minimum" then it is not worth your time.

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.