Trade Wars
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.