Difference between revisions of "Trader"

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[[SWG Main Page|SWG Main Wiki]]
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{{SWG nav|Trader=}}
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{{Intro}}
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A noble profession for those that like to work with their hands, Traders craft items and then sell what they craft to eager folks that need items that they make. Credits can flow into a shrewd Trader's hands if they follow the desires of the market.
  
This page is being compiled
 
  
A noble profession for those that like to work with their hands, Traders craft items and then sell what they craft to eager folks that need items that they make. Credits can flow into a shrewd Trader's hands if they follow the desires of the market.  
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Traders tend to specialize in one of four fields: Domestic Goods, Structures, Munitions, or Engineering.  
  
Traders tend to specialize in one of four fields: Domestic Goods, Structures, Munitions, or Engineering.
 
  
 
Specials:  
 
Specials:  
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* Resource Acquisition  
 
* Resource Acquisition  
 
* Crafting  
 
* Crafting  
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===Domestic Goods===
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==Domestic Goods==
The Trader-DomesticGoods profession consists of chefs (who make drinks & food) and tailors (who make clothing & tailor components, e.g. synth cloth). Every chef and tailor is (automatically) also a Master Merchant.
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The Trader-Domestic Goods profession consists of chefs (who make drinks & food) and tailors (who make clothing & tailor components, e.g. synth cloth). Every chef and tailor is (automatically) also a Master Merchant.
  
 
Caveat: The information in this document was collected from many sources, including:
 
Caveat: The information in this document was collected from many sources, including:
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Tailors sell their items on the Galaxy Bazaar, on a vendor, by special order, or by a hybrid of the previous methods.
 
Tailors sell their items on the Galaxy Bazaar, on a vendor, by special order, or by a hybrid of the previous methods.
  
Ithorians have their own clothes that only Ithorians can wear - the c/a crafting tool has a special category containing the Ithorian clothing & each piece of Ithorian clothing has the word "Ithorian" in its name. Ithorians can also wear belts & normal backpacks. Other species can't wear Ithorian clothing. Ithorians also have their own chef hats.
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Ithorians have their own clothes that only Ithorians can wear - each piece of Ithorian clothing has the word "Ithorian" in its name. Ithorians can also wear belts & normal backpacks. Other species can't wear Ithorian clothing. Ithorians also have their own chef hats.
  
 
Wookiees have their own clothes that only Wookiees can wear - the c/a crafting tool has a special category containing the Wookiee clothing. Other species can't wear Wookiee clothing.
 
Wookiees have their own clothes that only Wookiees can wear - the c/a crafting tool has a special category containing the Wookiee clothing. Other species can't wear Wookiee clothing.
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A popular program for keeping track of your sales is "Merchant's Friend" - ask WeeScott for it.
 
A popular program for keeping track of your sales is "Merchant's Friend" - ask WeeScott for it.
 
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===Structures===
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==Structures==
 
The Trader-Structures profession consists of architects (who make buildings & furniture) and shipwrights (who make ships & their assorted parts). Every architect and shipwright is (automatically) also a Master Merchant.
 
The Trader-Structures profession consists of architects (who make buildings & furniture) and shipwrights (who make ships & their assorted parts). Every architect and shipwright is (automatically) also a Master Merchant.
  
 
The information below was collected from many sources, including: Sony SWG Forum: Galactic Career Paths: Trader: Structures.
 
The information below was collected from many sources, including: Sony SWG Forum: Galactic Career Paths: Trader: Structures.
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The blue pillow & red pillow schematics are not working. 1/12/06, 8:17 a.m.
  
 
The fastest way to grind through Trader-Structures is - do survey tools until you can do personal harvesters - do personal harvesters until you can do gungan heads - do gungan heads until you are done. 12/23/05. “The typical grinding ratio is 2 XP/resource unit. That should hold true for most crafted items with a few exceptions. Pawlin, 12/20/05, 9:56 a.m.”
 
The fastest way to grind through Trader-Structures is - do survey tools until you can do personal harvesters - do personal harvesters until you can do gungan heads - do gungan heads until you are done. 12/23/05. “The typical grinding ratio is 2 XP/resource unit. That should hold true for most crafted items with a few exceptions. Pawlin, 12/20/05, 9:56 a.m.”
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More on using “vendor search”: (1) Also note that not all player vendors will appear on the search. It is a feature that can be enabled or disabled by the player who places a vendor, though most people will have it enabled. Some people disable the vendor search if they have higher prices & still get plenty of traffic due to location (like being in a large shop or mall) where they can get away with less Advertising. The bazaar search is a form of marketing after all, which may not always be helpful to the merchant. (2) The “Crafted Item Name Filter” is supposed to only work for crafted items. Apparently this works some of the time for non-crafted items, seems very buggy. (3) The vendor search places all factory crates in one category, regardless of what the crates contain. These can be found by filtering under “Misc Items” --> “Factory Crates.” Since all crates will only have crafted items in them, you can use the crafted item name filter to narrow down to the type of items you are looking for in crates. Certain items are rarely sold as singles, so you may have to look here to find what you are looking for - a common example of this are components like master artisan electronics components which are almost always sold only by the crate. (4) Similarly, you may also want to filter for “Wearable Containers” - this may be helpful for finding things often sold as sets, like armour. Most reputable merchants will provide a descriptive name for the container because there is no way to know the exact contents as a buyer, this relies on a good deal of trust in the vendor (“Let the buyer beware!”). Kelderek, 12/21/05, 2:16 p.m.
 
More on using “vendor search”: (1) Also note that not all player vendors will appear on the search. It is a feature that can be enabled or disabled by the player who places a vendor, though most people will have it enabled. Some people disable the vendor search if they have higher prices & still get plenty of traffic due to location (like being in a large shop or mall) where they can get away with less Advertising. The bazaar search is a form of marketing after all, which may not always be helpful to the merchant. (2) The “Crafted Item Name Filter” is supposed to only work for crafted items. Apparently this works some of the time for non-crafted items, seems very buggy. (3) The vendor search places all factory crates in one category, regardless of what the crates contain. These can be found by filtering under “Misc Items” --> “Factory Crates.” Since all crates will only have crafted items in them, you can use the crafted item name filter to narrow down to the type of items you are looking for in crates. Certain items are rarely sold as singles, so you may have to look here to find what you are looking for - a common example of this are components like master artisan electronics components which are almost always sold only by the crate. (4) Similarly, you may also want to filter for “Wearable Containers” - this may be helpful for finding things often sold as sets, like armour. Most reputable merchants will provide a descriptive name for the container because there is no way to know the exact contents as a buyer, this relies on a good deal of trust in the vendor (“Let the buyer beware!”). Kelderek, 12/21/05, 2:16 p.m.
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==Munitions==
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The Trader-Munitions profession consists of armoursmiths (who make armour) and weaponsmiths (who make bombs, guns, & knives). Every armoursmith and weaponsmith is (automatically) also a Master Merchant.
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The following information is from the SOE SWG Forum, by LeviticusD,12/21/05, 9:33 a.m.:
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Armour - Who Wears What:
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* assault - bounty hunter; commando
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* battle - officer; spy
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* reconnaissance - medic; smuggler
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Armour - What Looks Are Available:
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*assault - chitin; composite; ithorian sentinel; wookiee kashyyykian hunting
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*battle - bone; ithorian defender; marauder; padded; RIS (?); wookiee kashyyykian black mountain
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*reconnaissance - ithorian guardian; mabari; tantel; ubese; wookiee kashyyykian ceremonial
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Factional armour existed prior to NGE - don't know if it's still available.
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There are hindrances to rate of fire, accuracy, & movement included in the armour. Hindrances are directly tied to the general protection rating of the armour & can’t be reduced experimentally. However, Masters of an elite combat profession will find that they should have no hindrances when using armour.  Hands & feet have been removed as valid hit locations, so boots & gloves are now merely cosmetic. You must wear a full suit (7 pieces for most types) in order to have full protection. There are no more “hit” locations (i.e., chest,  bracer,  leggings, etc.) but the amount of protection is cumulative. You must wear a full suit to recieve the max cumulative protection.
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ARMOUR STATS
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What the heck do these numbers mean? The 4-digit number on your armour is technically the independent variable in a quadratic equation for percentile resists mapping the domain [0, 10000] onto the image [0, 60]. In layman’s terms, that means that the armour rating signifies a percentile resist (as in the old system) ranging from 0-60%. Because the equation is concave quadratic, you get diminishing returns for higher resists. The actual function is:  60 * (AR/10000) + { [ (10000 - AR) / 10000 ]  *  (AR/200) } Which reduces to: 0.011 * AR  -  5E-7 * AR * AR Some hard numbers: 1000  =  10.5% 2000  =  20.0% 3000  =  28.5% 4000  =  36.0% 5000  =  42.5% 6000  =  48.0% 7000  =  52.5% 8000  =  56.0% 9000  =  58.5% 10000  =  60%.
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DAMAGE TYPES
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There are two primary damage types -- energy & kinetic. Additionally, some weapons add “elemental” damage of acid, electricity, heat, or cold. Currently, however, the quantity of “elemental” damage compared to kinetic or energy makes worrying about any of them pointless. As before, the majority of creatures use kinetic melee attacks. Those that do ranged attacks often do energy damage. The majority of ranged weapons are energy-based, although there are a significant number of good kinetic ranged weapons.
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ARMOUR LAYERS
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In this system, layers are optional, & very expensive. Pre-NGE they weren’t as popular because of the decay & price. In the post-NGE world, they are almost a necessity in making armour for a full template combat toon.
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Layers add to a resist but reduce the resist of its “opposite,” so there is a bit of a yin/yang effect. An Armoursmith can now add up to 12 layers for a piece of advanced armour, so the effect can be major (up to +1200/-1200). Kinetic layers will reduce energy resists - energy layers will reduce kinetic. Acid & electricity are opposed, as are heat & cold. Advanced layers increase 2 otherwise opposed resists at the expense of the other 4.
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Because elemental damage is so minor & irrelevant at this point, the primary layer types one might expect to find are kinetic (for creature hunters), energy (for bounty hunters), & primus (adds to both kinetic & energy, useful for anyone, especially in PvP).
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In the CU, most mass-produced armour was unlayered. Because the resource requirements & factory time commitments for layered armour are so high, the layered armour was largely a specialty item, & commanded a price much higher than unlayered armour (double or even triple). Layered armour in the NGE, while more the norm than before, still require lots of time & resources & demand higher prices.
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ARMOUR CAPS
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Here are the caps for different armour builds using perfect resources as originally posted by WittyNewt. The actual cap differs for each server as they have different resource caps. The goal is to try & get as close to these numbers as possible.
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* Components
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unlayered armour (assault)
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unlayered reconaissance is 5000K 7000E 6000B (assault)
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unlayered battle is 6000 for all (assault)
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unlayered assault is 7000K 5000E 6000B (assault)
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* Common layer builds
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energy layered recon 3800K 8200E 6000B (battle)
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primus layered recon 5600K 7600E 5400B (battle)
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energy layered battle 4800K 7200E 6000B (reconnaissance)
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kinetic layered battle 7200K 4800E 6000B (reconnaissance)
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primus layered battle 6600K 6600E 5400B (reconnaissance)
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kinetic layered assault 8200K 3800E 6000B (assault)
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primus layered assault 7600K 5600E 5400B (assault)
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energy layered assault 5800K 6200E 6000B (assault)
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* Some combination layer builds
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energy+primus 2+2 recon 4700K 7900E 5700B (nice build cf full energy recon - drop 1% energy, 1.5% base, pick up 5% kinetic)
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kinetic+primus 2+2 assault 7900K 4700E 5700B (nice build cf full kinetic asst - drop 1% kinetic, 1.5% base, pick up 5% energy)
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energy+primus 2+2 battle 5700K 6900E 5700B (nice build cf full en - drop 1% energy, 1.5% base, pick up 5% kinetic)
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heat+electricity+primus+energy 1+1+1+1 battle 5850K 6450E 6150H 5550C 5550A 6150EL
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Bear in mind the numbers above here are the caps. You cannot get higher than those for the positive layer protections - when you get close to this you should expect your negative layer protections to be no lower than this - e.g., primus layered battle energy & kinetic cap is 6600 & base will be 5400 at this energy/kinetic value - if you have less than 6600 then your base will be higher than 5400.
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CUMULATIVE EFFECTS OF THE ARMOUR PIECES
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As stated above, the way armour is calculated has changed in the NGE. In the CU there were hit zones that each attack was assigned to. Therefore, when you wore a helmet, you recieved the full protection of the helmet for any attack that was assigned (randomly) to “hit” the head. If the attack “hit” a different area that you didn’t have armour on, you recieved no protection. In the NGE, there are no more “hit zones.” Armour now is added cumulatively by the number of peices you wear. So before, you wear only a helmet you recieve full protection on the head & no protection every where else. In the NGE, you equip only a helmet ALL attacks are reduced by the amount of protection that the helmet gives. When another piece, say a bicep, is added, ALL attacks are reduced by the amount of protection of the [helmet + the amount of resists gained by the bicep]. The number visible on the individual armour peices stand for the amount of protection you would recieve if you wore a whole set with the those same stats.
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So which pieces provide the most protection? Rounding for simplicity:
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* chest = 36% (35.71%)
  
===Munitions===
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* pants = 21% (21.43%)
The Trader-Munitions profession consists of armoursmiths (who make armour) and weaponsmiths (who make bombs, guns, & knives). Every armoursmith and weaponsmith is (automatically) also a Master Merchant.
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* helmet = 14% (14.27%)
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* arm pieces = 7% each (7.15%)
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So for protection, in order of importance, is: the chest, then the pants, then the helm, & finally the arm peices. For combined peices such as ubese & mabari, the chest piece is adjusted to make up for the missing arm pieces (For ubese, you would add the 2 biceps so you would have 36% + (7% * 2) = 50%; mabari includes all the arm pieces accounting for 64%).
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A “mini-suit” of chest+helm+legs would give you protection equal to 71% of the total resists you would gain from a full suit. So if you had a capped unlayered battle”mini-suit” (6k resists to all) your actual protection is 6000 * .71 = 4260 (roughly). That is a significant drop off in protection, & I suggest wearing complete suits.
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So what about mixed resists suits? You can figure what the resists would be if you had some pieces higher or lower that the other peices, but for the most part, the important thing to remember is that having higher (or lower) resists on the chest have a lot bigger impact on the overall resists that an arm piece with higher (lower) resists.
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ARMOUR COLOUR CHARTS
  
===Engineer===
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http://www.geocities.com/ravingbantha/armorcolor.html
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==Engineering==
 
The Trader-Engineer profession consists of droidsmiths (who make droids), weaponsmiths (who make bombs, guns, & knives; it's also unclear as to whether or not the Trader-Engineer is 100% weaponsmith - he/she may only be able to make some of the weaponsmith items), and Master Artisan (components, vehicles, various miscellaneous items). Every droidsmith, weaponsmith, and Master Artisan is (automatically) also a Master Merchant.
 
The Trader-Engineer profession consists of droidsmiths (who make droids), weaponsmiths (who make bombs, guns, & knives; it's also unclear as to whether or not the Trader-Engineer is 100% weaponsmith - he/she may only be able to make some of the weaponsmith items), and Master Artisan (components, vehicles, various miscellaneous items). Every droidsmith, weaponsmith, and Master Artisan is (automatically) also a Master Merchant.
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==Updates==
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The Trader profession is scheduled for a major revamp in the next few months. It was supposed to be in Publish 29 (Marech?), but has been postponed. Dev Thunderheart said that details will follow as they become available. (1/11/06)
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Every Trader has Master Merchant.
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Every Trader has the basic surveying ability - Traders just get the extra range & resource collection. You will receive the “Elder” title (awarded in recognition of your status in the game as a valued veteran player) . . . The “Elder” titles are based off of Master Badges that you have earned. Any Master Profession Badge that you currently have will be available to you as an Elder Title. Thunderheart, General FAQ V. 1.2, 11/11
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Item decay has been completely removed from the game. Thunderheart, General FAQ V. 1.2, 11/11
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In-game items & collectibles that are non-combat related won’t be affected at all. Player housing, vehicles, collectibles, & other items will remain completely intact & transition with your character. Thunderheart, General FAQ V. 1.2, 11/11
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There are 3 ways to earn XP: combat, crafting, & social activities. Crafting something will earn you crafting XP. When you have earned enough experience points for a skill within your profession you are granted that skill. Thunderheart, General FAQ V. 1.2, 11/11
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You will no longer be learning skills as you develop your character. Instead, you will now be leaning abilities as you progress through your chosen profession path. The same abilities are accessible to all players of a given profession (i.e., only Traders can learn the abilities of shipwright). Thunderheart, General FAQ V1.2, 11/11
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You will be able to try each type of Trader if you wish. If you do so, you will use up a respec for each time you select a new profession, even if your choices are different specializations within Trader. Thunderheart, General FAQ V1.2, 11/11
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All crafters will keep their current vendors if transitioning to the Trader profession. All Traders will continue to be able to add items to the vendors for sale & sell items from them. However, if you go from a crafting profession & re-allocate your skill points into one of the combat professions, you will lose the ability to sell items from your current vendors (i.e, you keep the items stored but can no longer sell from them). Under the new profession system, only Traders will be able to sell goods & items. Thunderheart, General FAQ V1.2, 11/11
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Crafting stations will remain the same. However, only Traders will now be able to use them as they are the only profession now capable of crafting. Thunderheart, General FAQ V1.2, 11/11
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==Reference==
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*[http://starwarsgalaxies.station.sony.com/en_US/players/guides.vm Game Guides] (Sony Online Entertainment)
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*[http://starwarsgalaxies.station.sony.com/players/guides.vm?id=70009 Star Wars Galaxies: Trader Guide] (Sony Online Entertainment)

Latest revision as of 19:27, 8 October 2011