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Biochem. Implants (Crit should give you 2 instead of an augment slot)

STAR WARS: The Old Republic > English > Crew Skills
Biochem. Implants (Crit should give you 2 instead of an augment slot)

khsolo's Avatar


khsolo
02.11.2013 , 02:36 PM | #1
If you craft mods, enhancements or armorings you get 2 everytime you crit

Seems specially uneventfull for Bichemist to get an augment slot when you can just buy one for 30 k

Just a though

wainot-keel's Avatar


wainot-keel
02.13.2013 , 07:27 AM | #2
A biochemist gets an extra item when crafting stims, adrenals, medpacks

But yeah, after they introduced the augment tables in 1.3, crit crafting augment slots became rather worthless. Clearly the extra item is most beneficial for Cybertech and Artifice but I don't think BW is concerned about these kind of imbalances between the crafting professions.
Anyway, if implants get an extra item, then everything else should. Bracers, belts, most items from Armomech and Synthweaving, etc, .... Not gonna happen.

HumanPirhana's Avatar


HumanPirhana
02.13.2013 , 08:00 AM | #3
The fee to add an augment kit on the table is 30k. The actual augment kit itself must still be made or acquired, and since these currently trade for around 30k and up themselves, it would be more accurate to note that the value of a crafted augment slot for high level gear is closer to 60k, maybe not as valuable as a second of the item, but the presence of the slot should allow the crafter to charge a premium for the item as compared to those without and/or increase the speed with which it sells. Sadly, I have noticed that a lot of sellers hose themselves by selling augmented items for the same prices as non augmented versions. This tends to have the effect of ruining it for everyone, as buyers develop the expectation that they shouldn't pay extra for the augment slot when in truth they should, as it represents an improvement they can't duplicate without non trivial expense, not to mention time and trouble of locating a crafting table and acquiring an augment kit.
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khsolo's Avatar


khsolo
02.13.2013 , 08:16 AM | #4
Quote: Originally Posted by HumanPirhana View Post
This tends to have the effect of ruining it for everyone, as buyers develop the expectation that they shouldn't pay extra for the augment slot when in truth they should, as it represents an improvement they can't duplicate without non trivial expense, not to mention time and trouble of locating a crafting table and acquiring an augment kit.
Because its not worth it

I craft tons of implants of any level (21,25,29,33,37,41 and 45) and anything below lvl50 is a waste of an augment slot cause noone will augment or use an augment for an implant while they are leveling

Even BH implants with augment slot the price difference is not even worth it cause you sell maybe one or two a week if you are lucky

Even Hazmat implants they are so expensive that again 60 k more or less is not gonna make you turn around when the implant goes for 1.7 m and you might see just one or two at the market if you are lucky

So basically the whole augment slot for implants at any level doesnt add anything, much better would be to have another implant made, that way it would be actually worth something to have a crit

Never_Hesitate's Avatar


Never_Hesitate
02.13.2013 , 08:32 AM | #5
The thing is: Implants are equipment, not things to put into equipment like armorings, mods, etc.
Therefore you get an augmentslot and not a 2. piece of it, otherwise they would have to give armormechs, synthweavers and armstech a 2. piece of armor/ a 2. weapon on crits
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CaptainApop's Avatar


CaptainApop
02.13.2013 , 09:42 AM | #6
Quote: Originally Posted by wainot-keel View Post
A biochemist gets an extra item when crafting stims, adrenals, medpacks
1 extra item for crafting three. Relatively tiny sample size and small return mean crit crafting is barely worth mentioning for biochemists. It's really quite sucky when you look at the cash cow cybertech where a crit can net you a few hundred thousand credits.

That said the OP suggestion is idiotic. Random crit crafting gear being BiS is the whole reason they axed the old augment system and added kits in the first place.

I wonder would there really be any harm in removing augment crits entirely and just giving 2 items for a crit across the boards.
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Grayseven's Avatar


Grayseven
02.17.2013 , 03:41 AM | #7
Quote: Originally Posted by khsolo View Post
Because its not worth it

I craft tons of implants of any level (21,25,29,33,37,41 and 45) and anything below lvl50 is a waste of an augment slot cause noone will augment or use an augment for an implant while they are leveling

Even BH implants with augment slot the price difference is not even worth it cause you sell maybe one or two a week if you are lucky

Even Hazmat implants they are so expensive that again 60 k more or less is not gonna make you turn around when the implant goes for 1.7 m and you might see just one or two at the market if you are lucky

So basically the whole augment slot for implants at any level doesnt add anything, much better would be to have another implant made, that way it would be actually worth something to have a crit
I've sold plenty of augments of below level 50. Granted, I was only crafting them to level up but it appears that PvPer's looking for an edge and players power leveling are more than willing to shell out credits for augments.

What you won't see are people paying extra for an item with an augment in it from a crafting crit. Too many times I see people listing sub-50 items with augments for twice the amount a non-augment slot item sells for. At the most you should only be adding what it would cost normally to put an augment slot in since most people have plenty of low level augment kit components laying around.
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DarthBurton
02.17.2013 , 04:35 AM | #8
Quote: Originally Posted by CaptainApop View Post
It's really quite sucky when you look at the cash cow cybertech where a crit can net you a few hundred thousand credits.
As a cybertecher, i have to concur. A crit with armorings nets me between 900k and 1 million (auction house tax included), that's at least the case on my server (T3-M4, german PvE)

I crafted 10 armorings tonight, i critted 3 times, so i already earned at least 2,7 million credits during my sleep. Compared to an additional stim, that's frakking insane. Biochems only advantage was and is its reusable stims.
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JnEricsonx
02.18.2013 , 03:15 AM | #9
And what are you making that's worth so much exactly? Ive just come back to the game recently, and have a level 50 cybertech, so, I'm curious.

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AshlaBoga
02.18.2013 , 03:30 AM | #10
Quote: Originally Posted by jnericsonx View Post
and what are you making that's worth so much exactly? Ive just come back to the game recently, and have a level 50 cybertech, so, i'm curious.
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