
By Savacc
Savacc’s Guide to making +44.999992 Crafting Stations
For Advanced Crafters
Note: This guide is now obsolete: +45 is now the "cap" for all Crafting Stations. As of GU12 all of the "bugged" schematics have been fixed and can now be experimented to 100%. I have decided to keep this guide around, rather then delete it, as a testimony to what architects had to suffer under for the first 5 years of this game.
At one time, making “capped” Crafting Stations was considered the hardest crafting endeavor in the game. Now, making a complete “capped” Beast Master lab would be harder and making +35 Power Bits in the new RE process is more expensive and time consuming. Still this is among the most difficult things a crafter can attempt to do in this game. The reasons, besides needing several resources averaging 960 or better and the knowledge of how to experiment them, are two.
The second “bug” affects every schematic involved in this process. It is a “rounding bug” that unfortunately plagues many schematics besides these. All of these schematics suffer in that they can not be experimented to 100% even with “perfect” resources. The best they can get to is 99%. However, we have found that there is a difference between a 99% arrived at normally, that is, it would be 99% even if the schematic were not bugged, and a 99% that should be 100%, if the schematic were not bugged. To understand this difference you have to know what happens when you experiment in normal schematics.
If you have “perfect” resources, 960 or better, then you will get an Assembly result of 29% (the “bugged” schematics get an Assembly result of 30%. We don’t know why). From this “starting point” we begin experimenting. There are only two acceptable experimentation results: “great” and “amazing”. Anything less will ruin the project. Fortunately a Master level Trader nearly always gets only “great” or “amazing” results. “Great” results add +7% per box experimented towards your final total, “amazing” results add +8.05. If you experiment 10 boxes and get all “great” results, you would add +70% to your starting Assembly result of 29% and get a 99% total. This is what I refer to as arriving at 99% “normally”. If instead, you get just one “amazing” result instead of any of those “great” results, you add 71.05% to your 29% and get over 100%. Or at least this is what happens in normal schematics. However in these “bugged” schematics this result, experimenting 10 boxes and getting nine “greats” and one “amazing”, will only record as 99%.
This is important - We have found that experimenting one of these “bugged” schematics to 99% “normally” (with 10 “great” results) gives us a part with a lesser value then one experimented to 99% and at least one “amazing” result (one that should be 100%). The difference seems to be a +99% and a +99.99% though they both record to us as 99%.
To review. All of these schematics are bugged and can only get to 99%. It is necessary to get at least one “amazing” success while experimenting them. The best way to do this is to experiment one box at a time till you get an “amazing” then fill in the remaining boxes.
To make a +44.999992 Crafting Station you must use all of the optional subcomponents. These subcomponents are made by Engineer Traders. They must use high quality resources, 960 or better in the experimental qualities, and experiment as described above.
The Micro Sensor Suites are the only place we need to worry about resource caps. They call for steel and need OQ and CD. The CD cap on steel is 650. So use either a Durally Steal close to 650 CD, or a JTL steel that could be 650 CD or higher.
On all of these schematics it is only the “Experimental Effectiveness” line that needs to be experimented. If there is a “Durability” line, it can be ignored.
The Control Units and Micro Sensor Units have a “rating”, the Control Units are -5 to +5, the MSS -20 to +20. These ratings are not accurate and should be ignored.
What About +45 Stations?
It was once possible to make +45 Crafting Stations. Back in 2004, for one day the crafting rules were changed. On that day, subcomponents for Crafting Stations could be made that were 100%. As long as the factory schematics made that day, and the resources they needed, held out these Perfect Crafting Stations could be made. There are not very many still being made today, though I know of a few crafters able to make them.
Trouble Shooting
If you are having trouble making a +44.999992 Station do this test:
Got any comments for the guide?
Savacc’s Guide to making +44.999992 Crafting Stations
For Advanced Crafters
Note: This guide is now obsolete: +45 is now the "cap" for all Crafting Stations. As of GU12 all of the "bugged" schematics have been fixed and can now be experimented to 100%. I have decided to keep this guide around, rather then delete it, as a testimony to what architects had to suffer under for the first 5 years of this game.
At one time, making “capped” Crafting Stations was considered the hardest crafting endeavor in the game. Now, making a complete “capped” Beast Master lab would be harder and making +35 Power Bits in the new RE process is more expensive and time consuming. Still this is among the most difficult things a crafter can attempt to do in this game. The reasons, besides needing several resources averaging 960 or better and the knowledge of how to experiment them, are two.
- You need both a Master Engineer Trader and a Master Structures Trader
Every Schematic involved in making Crafting Stations is “bugged”
The second “bug” affects every schematic involved in this process. It is a “rounding bug” that unfortunately plagues many schematics besides these. All of these schematics suffer in that they can not be experimented to 100% even with “perfect” resources. The best they can get to is 99%. However, we have found that there is a difference between a 99% arrived at normally, that is, it would be 99% even if the schematic were not bugged, and a 99% that should be 100%, if the schematic were not bugged. To understand this difference you have to know what happens when you experiment in normal schematics.
If you have “perfect” resources, 960 or better, then you will get an Assembly result of 29% (the “bugged” schematics get an Assembly result of 30%. We don’t know why). From this “starting point” we begin experimenting. There are only two acceptable experimentation results: “great” and “amazing”. Anything less will ruin the project. Fortunately a Master level Trader nearly always gets only “great” or “amazing” results. “Great” results add +7% per box experimented towards your final total, “amazing” results add +8.05. If you experiment 10 boxes and get all “great” results, you would add +70% to your starting Assembly result of 29% and get a 99% total. This is what I refer to as arriving at 99% “normally”. If instead, you get just one “amazing” result instead of any of those “great” results, you add 71.05% to your 29% and get over 100%. Or at least this is what happens in normal schematics. However in these “bugged” schematics this result, experimenting 10 boxes and getting nine “greats” and one “amazing”, will only record as 99%.
This is important - We have found that experimenting one of these “bugged” schematics to 99% “normally” (with 10 “great” results) gives us a part with a lesser value then one experimented to 99% and at least one “amazing” result (one that should be 100%). The difference seems to be a +99% and a +99.99% though they both record to us as 99%.
To review. All of these schematics are bugged and can only get to 99%. It is necessary to get at least one “amazing” success while experimenting them. The best way to do this is to experiment one box at a time till you get an “amazing” then fill in the remaining boxes.
To make a +44.999992 Crafting Station you must use all of the optional subcomponents. These subcomponents are made by Engineer Traders. They must use high quality resources, 960 or better in the experimental qualities, and experiment as described above.
- The Crafting Station adds +14.999998
2 Control Units add +4.999998
5 Droid Storage Units add +4.999998
2 Micro Sensor Suites add +19.999998
For a total of +44.999992
The Micro Sensor Suites are the only place we need to worry about resource caps. They call for steel and need OQ and CD. The CD cap on steel is 650. So use either a Durally Steal close to 650 CD, or a JTL steel that could be 650 CD or higher.
On all of these schematics it is only the “Experimental Effectiveness” line that needs to be experimented. If there is a “Durability” line, it can be ignored.
The Control Units and Micro Sensor Units have a “rating”, the Control Units are -5 to +5, the MSS -20 to +20. These ratings are not accurate and should be ignored.
What About +45 Stations?
It was once possible to make +45 Crafting Stations. Back in 2004, for one day the crafting rules were changed. On that day, subcomponents for Crafting Stations could be made that were 100%. As long as the factory schematics made that day, and the resources they needed, held out these Perfect Crafting Stations could be made. There are not very many still being made today, though I know of a few crafters able to make them.
Trouble Shooting
If you are having trouble making a +44.999992 Station do this test:
- Make a Crafting Station without any subcomponents. It should be +14.999998
Make a Station with just 2 Control Units. It should be +19.999996
Make a Station with just 5 Droid Storage Units. It should be +19.999996
Make a Station with just the 2 Micro Sensor Suites. It should be +34.999996
Got any comments for the guide?