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.