Showing posts with label crafting. Show all posts
Showing posts with label crafting. Show all posts

Saturday, April 21, 2012

Where can I find an item I can disenchant to learn Fortify Alchemy?

Question

I've been reading all sorts of things about people "gamebreaking" and crafting ultimate everythings. I wanted to join in, but I can't seem to find an item to disenchant so as to get the Fortify Alchemy enchantment (that I would use to craft fortify enchantment and so on...).

Does anyone know where I can find what I'm looking for?

Asked by Guy0203

Answer

For me... when I was searching for an enchant I needed... I did the following. Checked Riverwood blacksmith for enchantment. Fast traveled to Whitrun Stables. Rested till afternoon when the Kajiit was outside the walls. Checked the Kajiit vendor for the enchantment. Fast traveled to Whiterun. Checked the Whiterun blacksmith for enchantment. Fast traveled to each Imperial/Stormcloak camp I had access to and checked their blacksmiths for the enchantment. Fast traveled back to Riverwood. Wait (rest) for 2 24 hour periods. Repeat whole process as necessary. Alternatively, you could sit at one vendor... check what they are selling then just wait 2 24 hour periods and check again. Sometimes it can take a while. Also, I think some enchantments might not show up until you reach a certain level. I have a level 41 and he has not seen the fiery soul trap enchantment yet. Also, depending on the enchant... make sure you have a couple thousand septim or you might end up doing all the waiting and finding you don't have the cash to get the item with the enchant you desire. For the enchant you specifically mention... you might want to try the quest Jonathan Drain mentioned in his post.

Answered by Goblinlord

Tuesday, April 10, 2012

How does value affect the gain of smithing experience?

Question

As of Skyrim's 1.5 patch, you get differing values for smithing items in part due to their value. More expensive, more experience.

UPDATE 1.5 (all platforms unless noted)

NEW FEATURES

  • New cinematic kill cameras for projectile weapons and spells

  • New kill moves and animations for melee weapons

  • Shadows on grass available (PC)

  • Smithing skill increases now factor in the created item’s value

  • Improved visual transition when going underwater

  • Improved distance LOD

  • transition for snowy landscapes

Emphasis mine. So what's the skinny? Are Iron Daggers and Leather bracers still the best way to skill up, or will I actually be better served with my hundreds of Dwarven Ingots?

Asked by Raven Dreamer

Answer

I did a little bit of experiment while leveling up smithing after 1.5 beta came out. Based on the data I have gathered, it appears that the experience gained is roughly proportional to the square root of the value of the item created. Furthermore, it also appears that experience gain by improving an item at a grindstone or workbench works in the same manner. The gain in experience is proportional to the square root of value added.

So it seems that improving expensive items to super legendary state will contribute a lot to leveling up smithing in later stages.

Data:

To get from smithing level 52 to 53, I needed to make:

  • 17 iron daggers (value = 10)
  • 13.5 leather bracers (value = 25)
  • 7 leather armors (value = 125)
  • 11 gold rings (value = 75),
  • 7 gold necklaces (value = 125)
  • 3.5 elven bows (value = 470).

To get from level 81 to 82, I made

  • 4.2 Glass Warhammers (value = 985)
  • 6.3 Glass Waraxes (value = 490)
  • 9.5 Elven Swords (value = 235)
  • 12 Steel Shields (value = 150)
  • 25 Leather Bracers (value = 25)
  • 32 Iron Daggers (value = 10)

To get from 81 to 82, I improved:

  • Glass warhammer (value before = 985, after = 2298, value added = 1313, number = 3)
  • Glass warhammer (value before = 985, after = 1805, value added = 820, number = 4.5)
  • Glass waraxe (value before = 490, after = 1143, value added = 653, number = 4.5)
  • Elven sword (value before = 235, after = 548, value added = 313, number = 6.5)
  • Elven sword (value before = 235, after = 430, value added = 195, number = 10.2)
Answered by Anderson

Sunday, March 4, 2012

What does %elemental damage get me?

Question

I just made a pair of daggers with +8% poison damage. I didn't have any decent Rivets available, so it was a choice between that and +8% bleed damage.

The dagger now has a listed bonus of "+8% poison damage".

Does this mean:

  • Whenever the dagger deals damage, it deals an additional 8% of that damage as poison damage?
  • Whenever my character deals poison damage from any source, it deals 8% more damage?
  • Whenever the dagger deals damage, 8% of that is poison damage?

Or maybe even something else entirely? What's going on here?

Asked by Raven Dreamer

Answer

I take it to mean an increase to the existing damage of that type. In your particular example, it would be option 2.

I've seen armour items with + percentage elemental damage. Because an armour item does not do damage by itself, it would not make sense to limit an increase in elemental damage to the item making that damage.

On the flip side, if you have + percentage elemental damage, and are not actually applying any of that type of damage, then the stat is wasted.

Answered by Reuben

Can I make a profit off blacksmithing?

Question

In Kingdoms of Amalur, my character found putting points in blacksmithing rapidly generated a hurricane of parts, pieces, bits, bobs, and odds n' ends. This sent my OCD into panic mode, and I immediately went on a selling binge, because having so many components was mindbogglingly overwhelming.

Selling components isn't very profitable. In fact, I'd much rather have the pre-salvaged items to sell. But that got me wondering - I'm a blacksmith. I can turn components into items... but are those crafted items worth more than the pieces I salvaged to make them in the first place?

So two questions: can I make a profit by salvaging items for their components, then using said components to smith my own items? Is there any advantage into salvaging items you've made? I can't imagine it could result in better components than what you used to make it... could it?

Asked by Raven Dreamer

Answer

After noticing that I occasionally got better components from decomposing junk weapons, I decided to try this as an experiment. I took a set of Fine Steel Chakrams:

Fine Steel Chakrams (22 durability)
12 physical damage
12 fire damage
24 burn damage over 3 seconds
Value: 218 gold

and broke it down. I received 2 parts, a "Steel Flame Disc" and a "Simple Handle."

I then went into the assembly screen and put the two items back together again. What resulted was:

Fine Steel Chakrams (22 durability)
15 physical damage
12 fire damage
24 burn damage over 3 seconds
Value: 238 gold

Weird, eh? So then I took this apart again and got both the "Steel Flame Disc" and the "Simple Handle," but also a "Basic Grip."

Assembling these three components made a similar set of Chakrams, but these had a +5 to health attached to them, which increased the value to 258 gold.

As a corollary to this, you could also say that the secondary parts you get are not related to the abilities on the base item - in this case, I got a +5 health part out of a weapon that had no such enchantment before I took it apart.

However, in every case I've found thus far, I've gotten the same primary part (in this case the "Steel Flame Disc") as the item that went in - assuming I got one at all.

The only downside is that there's a chance that you'll lose components when you disassemble, so trying to make money this way would probably be somewhat marred by the need to load repeatedly to get the results you want.

Answered by agent86

Which potions are the most profitable to sell?

Question

I have plenty of potion ingredients and I'm low on cash, so I want to make potions to sell for profit. What are the most profitable potions to make money off?

EDIT: I'm able to craft master level potions, but the best would be a list that contains all potion prices. like this list for gems.

Asked by Ilya Melamed

Answer

I'm currently a level 6 Mercantile and Alchemist but did a respec to level 10 for this and here's some numbers.

Potions:

Essence of Fate              1251
Greater Damage Boost         1251Master Healing/Mana           969
Other Master Potions          915Minor Damage Boost            474Fate Potion                   346
Greater Potions               346
Greater Phasewalk             346Liquid Seduction              163Minor Phasewalk               131Purification Potion           101Minor Potions                  49

Ingredients:

Edelweiss                      49
Leechwood Bark                 49
Prismere Dust                  49
Scarwood Bark                  49
Seaflax                        49
White Flake                    49
Ysa's Breath                   49Bloodroot                      28
Eel Petal                      28
Scarab Salts                   28
Sky Blossom                    28
Star Thistle                   28
Tindertwig                     28Black Cohosh                   10
Cripplespore Caps              10
Embereyes                      10
Sativa Fibers                  10
Scarlet Flowstone              10
Softscrabble Powder            10

There are other potions out there but they cannot be brewed AFAIK.

You can do the math over which is more worthwhile considering your ingredient counts over which you can brew.

Answered by Jeff Mercado

Friday, March 2, 2012

What are the unique benefits from each crafting skill in SWTOR?

Question

In SWTOR, the Cybertech skill gives you the ability to make bind-on-pickup speeders. This means that all cybertech crafters will have speeders which other crafters cannot have. Biochem crafters can use a special healing item which is not consumed upon use. Are there any other benefits to the users of those skills, and do other skills have similar benefits? If so, what are they?

Asked by SaintWacko

Answer

Currently only that Cybertech and Biochem have BOP craftable items.

Bioware has announced via interviews with devs and Bioware community leaders that they are imminently adjusting some of those Biochem stims, and at the same time adding more BOP items to all of the crafting crew skills, so you aren't forced to be Biochem during end game just to use those BOP stims to survive Hard mode flashpoints/operations. They want to make it so every crafting profession has something useful and unique at level 50.

Any discussion on the unique benefits of BOP craftable items at this point won't be applicable in a month or two.

Answered by Mufasa

Friday, February 10, 2012

Do plants grow back in Kingdoms of Amalur?

Question

I've been running around Amalur picking most of the glowing plants and trees that dot the landscape. Since my alchemy is so low, however, I'm doing a pretty awful job at actually receiving any items for my troubles.

Do plants respawn in KoA? How long does it take?

Asked by Raven Dreamer

Answer

Yes, they do grow back. I don't know specifically how long it takes, but here's an idea: I got a house in Webwood and upgraded it to grow some plants in the basement. I return to this house after each quest and by that time plants that I had picked on my way out have often grown back. I can say that some plants (seem to) take longer to grow than others, but for the most part, they don't take long. Maybe a day or two in game.

Answered by Stevo

Wednesday, February 8, 2012

Where can i find an item to to give me the Fortify alchemy enchantment?

Question

I've been reading all sorts of things about people "gamebreaking" and crafting ultimate everythings. I wanted to join in but I cant seem to find an item to disenchant so as to get the fortify alchemy enchantment (that I would use to craft fortify enchantment and so on...)

Anyone know where i can find what I'm looking for?

Asked by Guy0203

Answer

For me... when I was searching for an enchant I needed... I did the following. Checked Riverwood blacksmith for enchantment. Fast traveled to Whitrun Stables. Rested till afternoon when the Kajiit was outside the walls. Checked the Kajiit vendor for the enchantment. Fast traveled to Whiterun. Checked the Whiterun blacksmith for enchantment. Fast traveled to each Imperial/Stormcloak camp I had access to and checked their blacksmiths for the enchantment. Fast traveled back to Riverwood. Wait (rest) for 2 24 hour periods. Repeat whole process as necessary. Alternatively, you could sit at one vendor... check what they are selling then just wait 2 24 hour periods and check again. Sometimes it can take a while. Also, I think some enchantments might not show up until you reach a certain level. I have a level 41 and he has not seen the fiery soul trap enchantment yet. Also, depending on the enchant... make sure you have a couple thousand septim or you might end up doing all the waiting and finding you don't have the cash to get the item with the enchant you desire. For the enchant you specifically mention... you might want to try the quest Jonathan Drain mentioned in his post.

Answered by Goblinlord

Friday, January 20, 2012

Is there a way to get the awesome robe enchantments on armor?

Question

As a mage there are some nice clothes out there. I'm wearing:

Master's Robes of Destruction
  +150% Magika Regen
  -22% magika cost for Destruction

Pretty awesome. But not wearing armor makes me incredibly vunerable to melee attacks. I often get one-hit killed.

Is there a way to get the awesome enchantments of clothes on armor? I have the enchantments but they don't work so well on armor. If I up my Enchanting skill will they ever be as good as clothes?

Answer

The formula for enchanting apparel is

net magnitude = base magnitude * soul multiplier * skill multiplier *
                (1 + Enchanter perk) * (1 + specific perk modifier)

where

skill multiplier = 1 + 0.3 * ((skill - 10) / 100) ^ 2.

Therefore, the maximum magnitude (100 enchant, the appropriate perks, +32% Fortify Enchanting Potion) is:

skill multiplier = 1 + 0.3 * ((132 - 10) / 100) ^ 2 = 1.4465net magnitude = base magnitude * 1 * 1.4465 * 2 * 1.25
              = base magnitude * 3.6163

Regen Magicka's base magnitude is 20% and Fortify School's is 8%, so that means at best you should be able to add about 72% magicka regen or 29% fortify school to a single enchantment on one piece of equipment. With Extra Effect, you could add both to a helmet, armor and ring, and fortify school to a necklace, which brings you to +216% magicka regen and +116% fortify school, on your choice of apparel. That means you can reach the armor cap fairly easily, which equals 85% damage reduction.

The best stuff you can find would be something like the following:

Head: Morokei - +100% magicka regen (note that you would have to replace this for Mage Armor perks to work)
Ring: Ring of Peerless [School] - +25% fortify [school]
- or - Ring of Recovery - +100% magicka regen
Chest: Master Robes of [School] - +150% magicka regen, +22% fortify [school]
Neck: Necklace of Peerless Magicka - +70 magicka (AFAICT necklaces can be enchanted with Fortify [School] but generally aren't found as such)

So with the above equipment, you'd wind up +44% (or +144%) more magicka regen, -69% (or -94%) less fortify school, and +70% magicka and almost no armor rating. That may look comparable, especially given the tradeoffs in putting perk points in enchanting or anything else. But consider the following:

  • The real benefits to armor become clear the more you have. That is, each additional point in armor adds more to physical durability than the previous point. With clothes equipped, you lose out on perks like Custom Fit/Well Fitted, Matching Set even if you get the best possible gauntlets and boots.
  • A school fortified 100% (i.e. 0% magicka cost) is better than all the magicka regen out there for that particular school. Most mages focus on only a few schools, and there are benefits to concentrating.

Sunday, January 8, 2012

How can I earn lots of credits?

Question

On reaching level 20, I was advised to 'start saving up' for Speeder training by a tutorial popup. And looking at my class skill trainer, high level abilities cost... well, they cost what seems to be an astounding amount of money to my low level self.

What's the most efficient way to earn lots of credits in The Old Republic?

Answer

I just ran my level 22 daily space missions (all 5 of them), with the daily quest rewards. It took 30 minutes.

  • Credits - 7265 earned
  • Xp - 33259 earned (15000 rested xp was not touched)

On top of this, I earned ~20 fleet commendations. With those, I can buy a level 50 green random bag worth 1400 straight to the vendor, or 1300-1500 if I open it and vendor the item.

This activity yields ~17000 credits/hour with the daily space missions at level 22.


One of the missions awards 600 credits for completion and can be run in 6 minutes. Another one awards 300 credits for 3 minutes. Repeatedly running either one gives 6000 credits per hour without the daily space missions at level 22.

Saturday, January 7, 2012

What are augments?

Question

I told my minion Khem Val to synth me some pants, and three minutes later, I am notified that he has been "extremely successful", and has synth'd me a pair of "exceptional" pants.

The item now has an "augment" slot, and it looks to be modifiable in the same way that orange items are... but I don't see anything about augments when browsing the mods vendors - only hilts, barrels, enhancements, etc. No Augments.

So what is an augment? Where can I get them?

Answer

Augments are gained from Slicing. They can't be bought from vendors, but you should find plenty of them on the GTN thanks to Slicings popularity.

As to what they are? Well, as you've noticed, they're an item modification slot that's only found on crafted items. They're added when a companion 'crits' on their Crafting task, and are the key means by which crafted items differentiate themselves as superior to drops or the stuff you might get from a vendor or a quest reward.

Thursday, January 5, 2012

Can I get new crafting recipes from the trainer?

Question

In The Old Republic, my main character has the armourmech crew skill. When I initially picked up the crew skill, the armourmech trainer offered me some crafting recipes, six of them.

Since that initial contact there've never been any new recipes available from the trainer whenever I've visited, all the new armour recipes I've got have either been learned from reverse engineering items I've created from those recipes, or from loot drops.

I seem to have out-levelled all of the initial recipes, and the reverse-engineered versions of those, too (shown by the grey number beside the recipes according to this previous answer) and am only getting the crafting XP from the handful of loot-drop recipes I've got.

I'm in the 20s level-wise, and in the 60s for armormech skill is that what's limiting me, do I need to get my level or armoursmith skill up higher before the trainer will offer me anything? Or is there no point to me going back to a trainers, and should I instead be relying on reverse-engineer/loot drops/GTN for stronger, more powerful armour recipes, and the trainer provided ones were only to start me off on my path?

Answer

When you visit a crafting trainer, by default you only see the items you can craft with your current crafting skill. So, new items will appear there when your crafting skill reaches higher level.

But you can let it show all schematics (including those that you can't craft yet) by choosing "All" instead of "Trainable" in the dropdown in the upper right corner of the window. This way, you can find out what level of the crafting ability do you need to craft the better items. You can also immediately buy them, even though you can't use them yet.

Biochem crafting trainer with the dropdown open

In the screenshot above, you can see that I have chosen "All", so that even schematics that I can't craft yet (that require level ≥ 380) are visible.

Thursday, December 29, 2011

Can Diplomacy be useful in flashpoints?

Question

I've played through several Flashpoints by now and I've noticed that there are usually several places where having a particular crew skill trained sufficiently can unlock a bonus or a shortcut -- slicing the controls to an elevator, archaeology can sometimes get machinery in old ruins to work and open a door, etc.

Are there similar points where Diplomacy is helpful? IE, conversation options that only arise if your Diplomacy skill is high enough and let you defuse a situation without violence ensuing?

Answer

I've seen biochem, slicing and scavenging (or maybe it was cybertech, not sure) used so far. Usually nothing groundbreaking so you shouldn't swear over that, it's just nice little things here and there like access to an extra small chest to open, or maybe opening a locked door to bypass a group of enemies, etc. Nothing major (they don't want groups looking for members that have specific skills)

Can Diplomacy be useful in flashpoints? (Answer: no it can't)

Question

I've played through several Flashpoints by now and I've noticed that there are usually several places where having a particular crew skill trained sufficiently can unlock a bonus or a shortcut -- slicing the controls to an elevator, archaeology can sometimes get machinery in old ruins to work and open a door, etc.

Are there similar points where Diplomacy is helpful? IE, conversation options that only arise if your Diplomacy skill is high enough and let you defuse a situation without violence ensuing?

EDIT: Apparently the answer is no, at least for the time being.

Answer

I've seen biochem, slicing and scavenging (or maybe it was cybertech, not sure) used so far. Usually nothing groundbreaking so you shouldn't swear over that, it's just nice little things here and there like access to an extra small chest to open, or maybe opening a locked door to bypass a group of enemies, etc. Nothing major (they don't want groups looking for members that have specific skills)

Wednesday, December 28, 2011

Do I need to do crew skill missions to use my trade skills?

Question

The crafting skills in Star Wars: The Old Republic require components earned from Crew Skills missions:

Pay 97c, send Khem Val away for 3 minutes, and poof, 2 Rubat Crystals (or whatever).

Do I have to do Crew Skills missions to get profession reagents, or are there other (less "pay credits + give up your companion") ways to do so?

Answer

This depends on the Crew Skill.

Gathering skills, (i.e. Scavenging, Slicing, Bioanalysis and Archaeology) all have nodes scattered around various planets which can be gathered from, as in other MMO's.

Mission skills (i.e. Diplomacy, Investigation, Treasure Hunting and Underworld Trading) do not. The only way to use them is with missions.

In general, even with Gathering skills, sending your spare crew members on missions will result in a much better yield of materials, along with being able to target the specific mats you need without entering zoned which you cannot handle or which are trivial to you.

Sunday, December 25, 2011

Where can I learn to make Force Wielder hilts?

Question

I have Artificing, which allows me to make various lightsaber components.

Right now, I can make Resolve Hilt 2-7 and Might Hilt 2-7, but during questing, I received a Force Wielder Hilt 6 as a quest reward.

Where can I learn how to make those myself?

Answer

You can't make every item in the game. Many are world drops, quest rewards, or must be purchased at vendors. Only some of them are craftable.

The specific items you mention are not available for crafting.

See the crafting lists at any of the item database sites like DarthHaterDB.

Why are my enchantments rubbish, and how do I improve them?

Question

Why are items I enchant weaker than the ones I find? For example, I find items with Fortify Smithing of +12% to +20%, but if I disenchant one to make my own, it's only 8%, even with a Grand Soul and the Enchanter perk. How do I craft items that are as powerful as the ones I find?

Answer

It sounds like your Enchanting skill is too low. Under the Enchanting skill tree, the first perk is called Enchanter. As you spend perk points in Enchanter, it will increase the power of your new enchantments. To get your new enchantments to double in strength, you'll first need to get your enchanting up to 80, spending perk points on the way. Once you have Enchanter at 5/5, your new enchantments will be twice as strong. For example, when I first placed Fortify Archery on an item, it would only fortify it by 8%. Now, and I'm only at 4/5 Enchanter (80% stronger enchantments), when I do the same enchant, it fortifies by 32%.

In addition to Enchanter, you can spend perks in other Enchanting skills such as "Insightful Enchanter" which will increase Skill enchantments on armor by an addition 25%. There are others that will boost your fire/frost/storm enchantments, as well as health/magicka/stamina boosting enchantments, by 25%. These do stack with enchanter for a total of 125% stronger enchantments when Enchanter is 5/5 and the necessary perks are acquired.

How do I (learn to) make Blue/Purple Artificer items?

Question

I've noticed that all specifically named lightsaber addons (such as Resolve Hilt 6) come in 3 different qualities: Green, Blue, and Purple, with the stats increasing in that list from left to right.

However, my crafting screen only shows the green versions. How can I make the Blue or Purple versions?

Answer

In general, there are two ways of crafting an improved version of an item:

  1. By chance. When your companion crafts "with great success", you get a better result. For things like armors, this means it will have open modification slots. For consumables like medpacks, you will get two of them instead of one.

  2. Get a better version of the blueprint by reverse-engineering. If you reverse-engineer an item you crafted, you will get some of the resources used to make it, but there is also chance that you will get a blueprint for a better version of the item. This better version is better in a different way than the one from #1.

You can use #2 repeatedly, so by reverse-engineering the better version of an item (blue), you can get a blueprint for even better version of it (purple).

And #1 and #2 can be combined, so if you want to get an item with better stats and modification slots, use reverse-engineering on the normal versions until you get the better blueprint and then craft the better version repeatedly until you craft one "with great success".

The chance of crafting the better item by #1 is affected by the affection of the companion who's doing the crafting.

I'm not sure how exactly does this all work for Artificer.

Tuesday, December 20, 2011

Where are the profession trainers in TOR?

Question

I've been running around Korriban for a while now, and noticed that some of the beasties that I've been force choking to death have "Bioanalysis Required" popping up on their corpse.

I'm aware this is a gathering profession, but I've not seen any indication as to where I can learn such a profession.

Where do you have to go to learn a profession in TOR? Is there not a trainer on the starting planets?

Answer

Crew Trainers can be found both with your faction's fleet and on your faction's capitol city, and possibly on other planets as well.

You can have three professions at a time, but only one of them can be a crafting profession.

Each crafting profession has recommended gathering professions for it. For example, Artificing (to create light saber mods) recommends Archaeology (for crystals) and Treasure Hunting (for gemstones).

Bonus tip: Talk to every trainer before choosing your professions to complete your codex entries for professions.

For the most part, your crew will do the crafting and gathering for you.

Once you have multiple crew mates, it's a good idea to send the ones not with you on crafting or gathering tasks.

Thursday, December 15, 2011

Does Skyforge affect crafting?

Question

The Skyforge, behind the Companion's base, seems a bit special. The Companions speak of it as if it had some magical powers, and built their base there because of it.

My question is: does the Skyforge grant any bonus to smithing quality when you craft weapons or armor on it? For example, would a 100 AR Daedric Armor on a normal forge be a 110 AR piece when smithed on the Skyforge?

Answer

I have yet to see or experience anything to suggest that it does actually improve the quality of items nor does it offer a "Fortify Smithing" bonus. However, it does have some unique properties (spoiler). Using smithing as much as I do I would love to be proven wrong though as I think it would add an interesting facet to the "profession".