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 Post subject: Reverse Engineering 101
PostPosted: Fri Feb 15, 2008 4:19 pm 
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Reverse Engineering 101



In SWG there are two kinds of Reverse Engineering (RE), they are ground RE and space RE. This section of the forum and this guide covers only ground RE.

Only Domestic, Engineer, and Munition Traders can do ground RE:
Domestic Trader --- for clothes
Munition Trader --- for armor
Trader Engineer --- for weapons
Only Structure Traders can do space RE.



Equipment

Reverse Engineering Tool --- this tool is used for all tasks in ground RE, it works for armor, clothes, and weapon enhancers. Its efficiency range is 0 to 10.00. All traders can craft this tool, also Structure Traders even though they cannot use it.

Socket Retrofitting Tool --- this tool can free up an occupied socket, an action that destroys the attachment; however, it does not exist any tool to get back attachments. The schematic for this retrofitting tool is obtained via an expertise option, but it is seldom used, if ever.



Skills and Abilities

There are three most important items to remember, select the Attachment Upgrade expertise, and improve on the RE Chance skill and the Luck attribute; crafting stations, city specializations, or any other kind of ability, buff, or skill does not have any proved effect. Other tasks related to RE benefit from other buffs, for example assembly for sockets.

RE Chance is more important than Luck; a master trader has 100 points and can obtain 10 more from the Deconstruction Technique expertise and thence it is a must-have expertise. Maximum is 159 points; see Appendix A for details.

Luck is obtained from modded suits, entertainer and smuggler buffs, eatables, stims, etc; see Appendix B for sources. It is debated when Luck vs. cost goes crazy but consensus is that Luck around 500 is enough for basic tasks, and 750 or higher works for HQ; the more the better on a deminishing scale of return.

Attachment Upgrade is a most important expertise, without it a trader cannot create multi-stat enhancements; this is a must-have expertise.

Sockets are added at random to an item in the crafting process but +160 Assembly "guarantees" a socket.
Notice: the type of Assembly must match the type of item: Artisan Assembly for Artisan items, Tailor Assembly for Tailor items, etc. Also, crafted jewelry never get sockets.



Concepts and Basic Overview

The basic items are: power bit, modifier bit, "skill enhancing attachment" (SEA), and "power-up" (PUP); and the basic terms include: "power bit order", "power conversion ratio", "basic modifier", and "exotic modifier".


Power bit --- this item is RE:d from a statted item. Max strengt is 35.

A statted item is an item with one or several stats and it is either looted, or it is crafted and a SEA with one or several stats is added to it. An item which is, or can be, bio-linked cannot be RE:d, not even by its owner.

RE a looted item and the resulting power is based on the best of its stats plus a bonus which is determined by the item's combat level (CL), by the trader's RE Chance and Luck, and by the dice roll.

RE a crafted item and the resulting power is at most +1 point per turn; a less skilled RE-trader struggles with the more 0-turns.

Order --- a power bit is 1st, 2nd, or 3rd order, which allows for the 1st, 2nd, and 3rd modifier at the final SEA:
1st order can be replaced by any other order, but...
2nd order requires a 2nd order, and...
3rd order requires a 3rd order bit.
For a PUP anything is OK.


Modifier bit --- this item is RE:d from two looted junk items of different kinds. The number of possible combinations is several thousands because more than 120 different junk items exist. Known combinations are reported by players like you and me to: The JunkYard.

Power Conversion Ratio is a property of all modifier bits and is an integer between 1 and 18, the fix value is set by the modifier type. The value of the power bit is divided by this ratio, see below.

Basic Modifiers: Agility, Constitution, Stamina, Block Value, Camouflage, Luck, Precision, and Strength; these have Power Conversion Ratio = 1.

Exotic Modifiers: all non-basic modifiers; they have Power Conversion Ratio up to 18.



Skill Enhancing Attachment (SEA) and Power-UP (PUP) are the final products from RE. To create these items one modifier bit and one power bit are put into the RE tool. To create a multi-stat SEA also another SEA is added to the tool, see below.

PUP --- this item has just one modifier but several charges and each charge lasts for 30 minutes. A PUP is temporarily attached to a breast-plate, shirt, or weapon and it does not need a socket.

The strength of a PUP is based on this formula:
Code:
PUP = round_down( 2 * Power_Bit / Modifier_Ratio * RE_Chance / 100 * X )
X varies around 1.0 but it is unclear exactly how X is defined. Either way, X is definitely there somehow and it is strongly governed by Luck and the dice roll.

A simpler and less accurate formula reads:
Code:
PUP = 3 * Power_bit / Modifier_Ratio

Notice:
-- A PUP cannot take any kind of Experimentation modifier.
-- For a short period it was possible to create +15 PUPs, however, now it seems as max is +11.


SEA --- this item can have max 3 modifiers; it is not possible to stack the same kind of modifier in one SEA.

The strength of a modifier at a SEA is determined by the following formula and it is set when the SEA is created
Code:
MOD = round_down( Power_Bit / Modifier_Ratio )

Notice: SEA with exotic modifiers
This type of SEA is possible to attach just to shirts, breastplates, and at any weapon. These are called Shirt, Breastplate, and Weapon SEA respectively. An important limitation is read in "Multi-Stat SEA".


Wanted Power: when dividing power by ratio any decimals are discarded, hence it is a waste to use a too strong power bit. This is a list of wanted power versus conversion ratio:
Code:
35   -   1, 5 and 7
34   -   2 and 17
33   -   3 and 11
32   -   4, 8 and 16
30   -   6, 10 and 15
28   -   14
27   -   9
26   -   13
24   -   12


Examples:

Power bit: Assume you have a looted vest with Luck +17; its CL, your RE Chance and Luck, plus fortune affect the RE process so the resulting power bit comes out weaker, equally strong, or stronger, most often 1st order but sometimes 2nd order. Assume the vest resulted in a 1st order power bit with power 19.

Modifier bit: RE two looted junk items, for example Medical Console and Circuit which always results in a modifier bit with Reverse Engineering Chance. The conversion ratio is 10 for RE Chance.

SEA: Now use the power bit with strength 19 and the RE Chance modifier bit to create a SEA; this results in a SEA with RE Chance +1. The reason is that 19/10=1.9 which is rounded down to 1, decimals are discarded.

PUP: Assume your trader has RE Chance 110 and now rather use the power bit and the modifier to create a PUP.
2 * 35 / 10 * 110 / 100 * ~1.0 = 7.7 => 7.

Compare that with a trader who has 157 RE Chance, that yields a PUP with RE Chance +10 or perhaps +11 if you have high enough Luck and fortune that perhaps yields X > 1.00091. And a trader who has 159 RE Chance must rather be extremely unfortunate to face a 10.

Summation of Basics:
  • Buff your RE Chance and Luck
  • RE 1 statted item for a power bit
  • RE 2 junk items for a modifier bit
  • Use the power bit and the modifier bit to create a SEA or PUP
Remember, this is an example, usually a "boosted" power bit is used together with the modifier bit...



Boost a Power Bit

When you RE a looted item it normally gains some points of power, but it is still far from 30 or 35. With an iterative process (several repetitive steps) the power bit is slowly boosted upwards; how many iterations it takes is determined by your RE Chance, Luck, and fortune.

Prerequisites: The iterative process consumes a large amount of crafted items that must have sockets; suggested items are casual shoes, BH belt, and decorative knifes (I use "belt" in the examples). Furthermore, it consumes a large amount of basic modifier bits (non-exotic). Once you are prepared the iteration begins:
  1. Maximize your RE Chance and Luck
  2. Create the first SEA as described previously: 1 power bit + 1 modifier bit
  3. Add the SEA to a belt
  4. RE the belt to get back a power bit, hopefully a stronger one
  5. Create another SEA with the power bit and a modifier
  6. Repeat from 3) until the wanted power is obtained
  7. Create the final SEA/PUP but with the wanted modifier
Remember that "wanted power" is determined by the conversion ratio of the wanted modifier, as is described above.

Misfortune in step 4 sometimes yields a weaker power bit, enforcing yet more iterations. However, if you face too many mishaps the risk is that RE Chance or Luck is insufficient.



Multi-Stat SEA

The Attachment Upgrade expertise is essential to be able to create multi-stat SEAs.

Limitation: If one or more exotic modifiers should go into the final SEA, one of them must be added in the first step, as the first modifier. This creates a shirt, breast-plate, or weapon attachment.

Prerequisites: This method consumes 3 power bits with the wanted powers (created as described above), 3 wanted modifier bits, one item with 2 stats, one item with 3+ stats, and a few casual modifiers and belts.

  1. Create a first SEA; use the first power bit and the wanted modifier (remember the limitation about exotics)
  2. Create a 2-statted SEA...
    1. If the second power bit already is 2nd order, go directly to step d --- otherwise, use it to create a temporary SEA with a casual modifier
    2. Add it to a belt
    3. RE the belt together with a 2-statted item to make a 2nd order power bit with retained power
    4. Create a SEA using this 2nd order power bit + a wanted modifier + the first SEA
  3. Create a 3-statted SEA...
    1. Use the third power bit to create a temporary SEA with a casual modifier
    2. Add it to a belt
    3. RE the belt together with a +3-statted item to make a 3rd order power bit with retained power
    4. Create a SEA using this 3rd order power bit + a wanted modifier + the 2-statted SEA
Any strength works for the multi-statted loot because the power comes from the power bit.



Misc & FAQ

  • Spec-Ops Duster takes Shirt Attachment but Armor PUP
  • Jedi Robe takes Breastplate Attachment but Weapon PUP
  • PSG takes Armor Attachment
  • Wearable slots from head to toe: headwear, shoulder armor left+right, bicep armor left+right, gloves, shirt, breastplate, bandolier, belt, pants, and footwear (12 pieces)
  • Jewelry: necklace, bracelets left+right, and rings left+right
  • Inherent modifier: breastplates and weapons can be crafted with an inherent modifier, a socket, but no trader experimentation skills --- this inherent modifier is reduced to just 40% of the original power


Does the Socket Retrofitting Tool remove inherent modifiers crafted into items?
No, the tool removes only modifiers from the attached SEA, not modifiers crafted into the item.




APPENDIX A: RE Chance Sources
Code:
+ 100 Trader CL 90
+  10 RE Expertise
+  11 Breastplate PUP
+  11 Shirt PUP
+  11 Weapon PUP
+   5 Cybernetic Deconstruction Arm
+   3 Shirt SEA
+   4 Breastplate SEA (incl. inherent modifier)
+   4 Weapon SEA (incl. inherent modifier)
= 159 RE Chance




APPENDIX B: Luck Sources
Code:
+  90 Trader CL 90 (more for the races Bothan, Mon Calamari and Twi'lek)
+  40 Charmed Artifact
+  50 Smuggler "Off the Books" Buff
+ 100 Smuggler GCW Banner
+ 100 Buy a kiss in booth next to Meatlump King (sometimes a -100 Luck kiss, see below)
+ 110 Cybernetic Deconstruction Arm
+ 125 Regular Jewelry (5 items with +25 each), or ...
+ 150 Denelian Fizz Pudding
+ 150 Heroism Jewelry (5 items * 30)
+ 150 Entertainer buff
+ 200 Shard Of Retaliation
+ 200 Chu-Gon Dar cube stims: Styptic Powder v3 + Willpower Boost Stim v3
+ 455 Wearables + weapon (13 items with +35 SEA on each)
(+ 50 Smuggler Spice (pre-NGE))
= way, way more than 1200
Notice that the Cybernetic Deconstruction Arm will take away the Bicep and the Shoulder armor items, but net balance is still positive.
Meatlump King, see post by Phonelesscord.



APPENDIX C: RE Chance Modifier Bit Combinations:
Code:
Medical Console + Circuit
Medical Console + Droid Memory ModuleChance
Medical Console + Untuned Circuit
Used Notebook + Differential Regulator
Used Notebook + Electronics Module




Feralmonkey's RE Guide
Grreeta's RE Guide
The JunkYard

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:: SWGAide :: Your SWG Swiss Knife . . . . . . . . RSG - Resurgence - Chimaera
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Last edited by Zimoon on Sat Jun 12, 2010 7:25 pm, edited 80 times in total.
Updated


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 Post subject: Re: Reverse Engineering 101
PostPosted: Fri Feb 15, 2008 4:21 pm 
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Location: Sweden, Stockholm
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APPENDIX D: Known useful junk items ( from JunkYard ): (July 4, 2009)
Code:
A Broken Pressure Pump
A Clean Towel
A Damaged Droid Memory Unit
A Damaged Droid Motivator
A Damaged Droid Power Cell
A Damaged Droid Swivel Joint
A Datapad Picture
A disabled Homing Beacon
A disabled navigation module
A Drain Stopper
A Flaring, Swagging and Cutting Kit
A Gackle Bat Wing
A Half Eaten Pie
A Hand Torch
A Human Skull
A Leak Inspection System
A Lump Clip
A Magnetic Locator
A Malfuctioning Capacitor
A Meatlump Sculpture, Style 1
A Meatlump Sculpture, Style 2
A Medic Kit
A Musty Smelling Bedroll
A Petrified Meatlump
A Pipe Cutter
A Plunger
A Poison Canister
A Poison Canister (Hoth)
A Pressure Gauge
A Rebel Clearance Badge
A Rebel Medic Kit
A repair kit
A ruptured Tauntaun stomach
A Small Mining Tool
A Small Missile Crate
A Tauntaun eye
A Tauntaun heart
A Temperature Clamp
Aeromagnifier
Ambush Detector
An ammunition crate
An Ancient Scroll
An Artifact
An Artifact Crate
An empty crate
An Imperial ration kit
An Infected Wampa brain
An infected wampa liver
An Instrument Pouch
Armor Repair Device
at-at movement control module
AT-AT seam sealant
AT-ST seam sealant
Barrel
Battery
Burnt Out Droid Motor (Grey)
Burnt Out Motivator (Red)
Canceled Travel Ticket
Chassis Blueprints
Chemical Dispersion Device
Chemical Dispersion Unit
Circuit
Circuit Board
Circuitry
Clogged Rebreather
Clothing Repair Device
Collapsed Artifact
Collectable commerative millenium Exar Kun coin
Com Device
Comlink
Control Box
corrupt data disk
Data Housing
Datadisk
Datapad
Demagnitized Data Disk
Deprecated Droid Software
Differential Regulator
Dispersal Unit
Droid Battery (Black/Green)
Droid Battery (Purple/Green)
Droid Battery (Teal)
Droid Battery(Gray/ ?)
Droid Memory Module
Droid Motor (Red)
Droid Motor (Yellow)
Electronics Module
Emergency Reactivator
Empty crate
Empty crate (Hoth)
Excavation Toolchest
Explosive Dud
Frequency Jamming Wired
Holorecorder
housing improvements
Hydraulics System
Hyperdrive Unit
ID Badge
ID Chip
Imperial rations
Impulse Detector (Flat)
Impulse Detector (w/dish antenna)
Laser Trap
Launcher Tube
Ledger
Locomotor
Magseal Detector
Mark I Circuit Board
Mark II Circuit Board
Mark II Vocabulation Module
Mark IV Circuit Board
Mark V Circuit Board
Mark V Vocab Module
Mark VII Vocabulation Module
Mark X Vocab Module
Medical Console
Medical Device
Medical Device (Grey)
Memory Encryptor
Motor
Newsfilter Module
Organichem Stores
Outdated Aeromagnifier
Palm Diary
Plugged Hydraulics System
Power Converter
Power Output Analyzer
Power Output Device
Power Supply
Power Unit
Rapid Program Module
Rations Kit
Rebel Clearance Badge
Rebel medic kit
Recording Rod
Remote Transmitter
Restraining Device
Rocket Dud
Rusty Case
Sacred Writings
Self Analysis Circuit
Servo Joint
Shield Module
Software Module (Black)
Software Module (Blue)
Speakers
Speeder Drive
Spent Bacta Ampules
Substance Analyzer
Survival Gear
Tauntaun bones
Tauntaun Skull and bones
Tech Canister
Transceiver
Tubing
Unidentified Bones
Unidentified Chemicals
Unpowered Installation Repair Device
Unpowered Memory Encryptor
Unpowered Survey Pad
Untuned Circuit
Used ID Chip
Used Ledger
Used Notebook
Used Vidscreen
Used Wiring
Vocabulator
Weak Droid Battery
Weapon Scope
Wiped Software Module
Wire Element
Wiring
Wiring (Black/White)
Wiring (Blue/White)
Wiring (Green/White)
Wiring (Orange/White)
Wiring (Purple/White)
Wiring (Red/White)
Wiring (Red/Yellow)
Wiring (Teal/White)
Wiring (White/White)
Wiring (Yellow/Black)
Wiring (Yellow/White)
Worklight
Worn Servo Joint
Writing Utensil


APPENDIX E: Modifiers (from JunkYard) (July 5, 2009)
Code:
Name                               Conversion Ratio
1-H [Melee] Critical Chance                      10
1-H Lightsaber Action Cost                       10
1-H Lightsaber Damage                            14
1-H Melee Action Cost                            10
1-H Melee Damage                                 14
2-H Lightsaber Action Cost                       10
2-H Lightsaber Damage                            14
2-H Melee Action Cost                            10
2-H Melee Critical Chance                        10
2-H Melee Damage                                 14
Advanced [Component] Assembly                     3
Advanced Component Experimentation                4
Agility                                           1
Armor Assembly                                    3
Armor Experimentation                             4
Artisan Assembly                                  3
Artisan Experimentation                           4
Assassinate Action Cost                           8
Assassinate Critical Chance                       8
Assassinate Damage                                8
Assassinate Freeshot Chance                       8
Assault Action Cost                               8
Assault Critical Chance                           8
Assault Damage                                    8
Assault Freeshot Chance                           8
Beast Experience                                  7
Bleeding Absorption                               4
Bleeding Resistance                               4
block chance                                      1
Block Chance                                      4
Block Value                                       1
Booster Assembly                                  3
Booster Experimentation                           4
Camouflage                                        1
Carbine Action Cost                              10
Carbine Critial Chance                           10
Carbine Damage                                   14
Chasis Assembly                                   3
Chassis Experimentation                           4
Clothing Assembly                                 3
Clothing Experimentation                          4
Combat Defense: Critical Hit Defense              4
Constitution                                      1
Creature Critical Chance                         10
Critical Chance Increase                         15
Dance Knowledge                                   3
Dance Prop Assembly                               3
Dancing Enhancement                               3
Devastation                                      15
Disease Absorption                                4
Disease Resistance                                4
Dodge Chance                                      8
Dodge Reduction                                   8
Droid Assembly                                    3
Droid Critical Chance                            10
Droid Experimentation                             4
Droid Speed                                       3
Elemental Penetration : Acid                     10
Elemental Penetration: Cold                      10
Elemental Penetration: Heat                      10
Engine Assembly                                   3
Engine Experimentation                            4
Evasion Chance                                    3
Evasion Value                                     4
Fast Draw/Precision Strike Action Cost            8
Fast Draw/Precision Strike Critical Chance        8
Fast Draw/Precision Strike Damage                 8
Fast Draw/Precision Strike Freeshot Chance        8
Fervent Mutation                                 10
Fire Absorption                                   4
Fire Resistance                                   4
Focused Enzyme Manipulation                      10
Focused Fire Action                               8
Focused Fire Critical Chance                      8
Focused Fire Damage                               8
Focused Fire Freeshot Chance                      8
Food Assembly                                     3
Food Experimentation                              4
Glancing Blow Increase                           18
Glancing Blow Increase (Melee)                   14
Glancing Blow Increase (Ranged)                  14
Heal Action Cost Reduction                       10
Healing Potency                                   8
Heavy Weapon Action Cost                         10
Heavy Weapon Critical Chance                     10
Heavy Weapon Damage                              14
Humanoid Critical Chance                         10
Incubation Time Reduction                         3
Instrument Assembly                               3
Jedi Strike Action Cost                           8
Jedi Strike Critical Chance                       8
Jedi Strike Freeshot Chance                       8
Lightsaber Assembly                               3
Lightsaber Experimentation                        5
Luck                                              1
Music Knowledge                                   3
Musical Enhancement                               3
Parry Chance                                      6
Pistol Action Cost                               10
Pistol Critical Chance                           10
Pistol Damage                                    14
Poison Absorption                                 4
Poison Resistance                                 4
Polearm Action Cost                              10
Polearm Critical Chance                          10
Polearm Damage                                   14
Polearm Lightsaber Action Cost                   10
Polearm Lightsaber Damage                        14
Power Systems [Assembly]                          3
Power Systems Experimentation                     4
Precision                                         1
PVP Critical Chance                              10
revers                                            1
Reverse Engineering Chance                       10
Rifle Action Cost                                10
Rifle Critical Chance                            10
Rifle Damage                                     14
Shield Experimentation                            4
Shields Assembly                                  3
Stamina                                           1
Strength                                          1
Strike Damage [Jedi]                              8
Strikethrough Chance                              6
Strikethrough Value                               4
Structure Assembly                                3
Structure Experimentation                         4
Sure Shot Action Cost                             8
Sure Shot Critical Chance                         8
Sure Shot Damage                                  8
Sure Shot Freeshot Chance                         8
Tracking Droids                                   4
Unarmed Action Cost                              10
Unarmed Critical Chance                          10
Unarmed Damage                                   14
Vital Strice Action Cost                          8
Vital Strike Critical Chance                      8
Vital Strike Damage                               8
Vital Strike Freeshot Chance                      8
Weapon Assembly                                   3
Weapon Experimentation                            4
Weapon Systems [Assembly]                         3
Weapon Systems Experimentation                    4

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Last edited by Zimoon on Sun Jul 05, 2009 10:57 am, edited 7 times in total.
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 Post subject: Re: Reverse Engineering 101
PostPosted: Wed Feb 20, 2008 11:04 am 
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Misc Info:

Info on the Shard of Retaliation (SWG Wiki)

The Cybernetic Deconstruction Arm is a reward from the High Quality Resource Collection which adds +5 REChance and +110 Luck to you if the arm is applied:

To start the collection you simply use for example the Mineral Survey Device, find something to sample, and start to manually sample that resource. Sometimes the old and annoying Survey Event window will pop up but with a new, third option: "Search the area for high purity sample (2000 Action)" which you accept. Thence, do not run any macros disregarding this popup window. The Collection Journal updates itself after this point until you eventually have completed the collection.

You must get 5 such special events each one of the 6 survey devices: Chemical, Gas, Flora, Geothermal, Mineral, and Water. Details in CeigeMaraj's guide HOBBIES.

Admire this awesome image created by LongDongJohn: A Pictograph Guide to SEA RE-ing.



More info will come as you submit and/or I find it

:)









As always, I warmly welcome any suggestions, ideas, and corrections.

/Zimoon

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 Post subject: Re: Reverse Engineering 101
PostPosted: Tue Mar 11, 2008 11:48 am 
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I've learnt a lot from this thanks!

However I was wondering.. I started RE-ing and I have made a few +35's now (Yay me) - However as I RE, the power bit changes between 1st Order and 2nd Order when all I am doing is RE-ing the item I put the SEA on.. is there a way to make sure I just get a 1st order or 2nd order instead of taking the chance? Also, does this happen with 3rd order too?

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 Post subject: Re: Reverse Engineering 101
PostPosted: Tue Mar 11, 2008 12:34 pm 
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To my understanding and experience the flipping between 1st and 2nd order is totally random and it never flips to 3rd order. To be safe you must use a multi-stat item, looted or something you want to waste.

Reports say that if you throw in an item with Camouflage it will also flip to 3rd order, I have not done it yet myself so I haven't added that tip yet.

/Zimoon

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 Post subject: Re: Reverse Engineering 101
PostPosted: Tue Mar 11, 2008 4:20 pm 
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Zimoon wrote:
To my understanding and experience the flipping between 1st and 2nd order is totally random and it never flips to 3rd order. To be safe you must use a multi-stat item, looted or something you want to waste.

Reports say that if you throw in an item with Camouflage it will also flip to 3rd order, I have not done it yet myself so I haven't added that tip yet.

/Zimoon

Thanks a lot! I will look into this too :)

- Stobbart

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 Post subject: Re: Reverse Engineering 101
PostPosted: Tue Mar 11, 2008 11:04 pm 
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One of the things we realized lately is that it's not always +90 luck as a level 90 Trader.

My MonCal 90 trader has 130 Luck (naked, unbuffed) and my Bothan 90 trader has 150 Luck (naked, unbuffed)

This could help people that are going to start a new Trader with the desire to be the very best at RE'ing, because people will try to get the absolute max luck possible so a 40-60 point difference will matter to them.

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 Post subject: Re: Reverse Engineering 101
PostPosted: Wed Mar 12, 2008 1:25 pm 
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OK, I thought they had erased all racial bonuses, obviously not.
/Zimoon

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 Post subject: Re: Reverse Engineering 101
PostPosted: Sat Mar 15, 2008 8:56 am 
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Zimoon wrote:
OK, I thought they had erased all racial bonuses, obviously not.
/Zimoon

They added them back in a few chapters ago, where were you :p.

My experience in making a LOT of +35s at a time with high luck and RE Chance you will end up with about 40% 1st orders when you are done. I then use the 1st orders to turn them into 3rd orders, so when I'm done I have almost entirely 2nd orders and 3rd orders. That way I don't have to worry about making sure I start with a 1st order (Since 2nd orders can be used as 1st orders, though 3rd orders cannot be used as 2nd or 1st orders)

If you need 2nd orders just take any random bit of looted stat item (can be as lot as a +1) and RE it with a +35 crafted item and it becomes a 2nd order bit.

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 Post subject: Re: Reverse Engineering 101
PostPosted: Sat Mar 15, 2008 10:28 am 
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Feralmonkey wrote:
Zimoon wrote:
OK, I thought they had erased all racial bonuses, obviously not./Zimoon
They added them back in a few chapters ago, where were you
Rather, where am I?

Often it feels as I am lost between the changes, which one is changed, which one is reverted,and which one never got changed in the first place :roll:

/Zimoon

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 Post subject: Re: Reverse Engineering 101
PostPosted: Mon Mar 17, 2008 5:28 pm 
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Zimoon wrote:
Reports say that if you throw in an item with Camouflage it will also flip to 3rd order, I have not done it yet myself so I haven't added that tip yet.

/Zimoon

From what I have seen/ tried, this is not the case.

- Stobbart

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 Post subject: Re: Reverse Engineering 101
PostPosted: Mon Mar 17, 2008 6:39 pm 
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Stobbart wrote:
Zimoon wrote:
Reports say that if you throw in an item with Camouflage it will also flip to 3rd order, I have not done it yet myself so I haven't added that tip yet.
From what I have seen/ tried, this is not the case.
- Stobbart
Thanks, that is exactly why I haven't added it, it is not yet verified. And if it will oly happen in some % of the cases, I will add a notice on that in due time ;)
/Zimoon

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 Post subject: Re: Reverse Engineering 101
PostPosted: Tue Mar 18, 2008 5:44 pm 
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It did work that way at one point with camo--not sure if that bug has been fixed yet or not but I'd be surprised if it hasn't been fixed.

Nice guide btw, Z :) One little thing you might clarify: under the Retrofit tool--it will only remove mods and add a socket for a crafted item. Looted items will not work with that tool.

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 Post subject: Re: Reverse Engineering 101
PostPosted: Tue Mar 18, 2008 6:43 pm 
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Onyx wrote:
It did work that way at one point with camo--not sure if that bug has been fixed yet or not but I'd be surprised if it hasn't been fixed.

Nice guide btw, Z :) One little thing you might clarify: under the Retrofit tool--it will only remove mods and add a socket for a crafted item. Looted items will not work with that tool.
Thanks a lot, added the clarification. Great to have more than one pair of eyes :D

/Z

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 Post subject: Re: Reverse Engineering 101
PostPosted: Wed Mar 19, 2008 5:00 am 
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I'm not sure if it applies to other weapons, but I know the Socket Retrofit Tool will remove the innate mods on Lightsabers like the Jinzu and Juyo's.

If you try to remove the SEA you kill those along with it

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