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Crafting for profit, crafting skills that generate income based on "market"

STAR WARS: The Old Republic > English > Crew Skills
Crafting for profit, crafting skills that generate income based on "market"

MeNaCe-NZ's Avatar


MeNaCe-NZ
10.28.2013 , 07:15 PM | #31
Quote:
For people who aren't established enough to buy mats, gathering them turns huge profits. as far as time to gather them, it doesn't take long at all.
Err sure it does, you even said so yourself up above. You're basically saying "hours" time spent collecting mats, to me that's not making a profit, that's wasting my life. Much quicker to buy up mats on GTN, queue up toons to craft, and go do your thing ( unless that thing is doing laps gathering mats in which case I suggest re-evaluating ones life goals ).

Quote:
As far as generating income, there is a reason why some players have 10mil - 5Bil and others barely break 1mil. Selling Armoring 31s Artifact Quality today, I just broke 25 million selling them for 300k a piece. With only 80k in mats each. Selling only artifact quality Guardian Mods, I sold 50 of them at 400k each. Mats cost 100k roughly.
One reason players have so much is they spend more time gathering mats than actually palying the game, as they don't play the game they don't have anything to spend money on. I get millions and I then spend millions, if I had nothing to spend it on I wouldn't both making the money in the first place.
Also what on earth are you talking about artifact 31 armourings? You mean level 31 right because you surely don't mean the top end craftable 31's.

I think you need to realise most people can do basic math and with what you say you create and sell vs the time needed to do so really doesn't stack up with "60 hours a week working and time for my GF".

dancezwithnubz's Avatar


dancezwithnubz
10.28.2013 , 08:35 PM | #32
my $0.02...

I'm only a n00b, but I've already discovered several avenues of generating a decent, steady income stream.

the most surprising was mid-level crafting materials. For BioAnalysis for example, there's a bit of a roadblock in the Grade 3 Bio Compounds (Hallucinogenic Compound in particular).

Hallucinogenic Compound is used in a LOT of really useful BioChem recipes and regularly sells for ~1k/piece (sometimes 800, I've sold it for up to 1,500 at times). If you're trying to pump your BioChem skill, you're going to need a hell of a lot of HC.

For Underworld Metals, Titanium (Grade 4) seems to be at a bit of a premium on supply with prices similar to, or a little higher, than the Hallucinogenic Compound alluded to above.

If crafting and making use of these kinds of materials doesn't appeal to you, there's a ready market out there of crafters who'll be happy to take it off your hands for the right price.

Given these are grade 3 and 4 materials, your minions can run the gathering mission in 10-15 minutes. I remember doing one hard mode flashpoint and re-deploying my minions everytime they returned on Grade 3 missions. I finished the flashpoint with >30 bits of Hallucinogenic Compound sitting in my inventory.

I may not get online to 'play' every day, but I do try and jump online to deploy my minions a couple of times a day. Usually once in the morning, once when I get home for lunch and maybe a couple of times in the evening. Last thing before shutting down for the night is to burn up any useable 450 skill mission sheets i've pulled in from Slicing (the main missions I run). These things take ~3 hours to complete and return a healthy wodge of materials.

It didn't take very long for me to have a 2-Bay cargo hold full to bursting with crafting materials.

DregorThule's Avatar


DregorThule
11.07.2013 , 08:19 PM | #33
Quote: Originally Posted by benovide View Post
Server I play on is Ebon Hawk, however, I've found roughly the same class distributions on the PVP servers, and PVE servers.
I guess since this post is a little old, and a different server, I guess things are a little different for me. Doing the math on some of the things of mats vs finished product I'm encountering either a slim margin of profit or a loss. Going much higher on the final products sell price also doesn't seem to work too great. Do you just buy your mats from GTN, or get them via crew skills? For the volume you're talking, I'm guessing you buy off the GTN.

Kurzaa's Avatar


Kurzaa
11.08.2013 , 08:05 AM | #34
At the end of the day, if you can't buy materials off of the GTN and craft them into something more profitable, then you should be selling the materials, not using them.

Obviously there are exceptions to this. For instance, while leveling a crafting skill, the actual skill-ups are your profit.

Marius_Xerxes's Avatar


Marius_Xerxes
11.08.2013 , 06:15 PM | #35
A simple way to turn profit from mats, is to just craft things that can get you multiple items when you crit during its production.

Armor and Weapons can make money, sure. But once someone finds a look they like, they only need that one chest piece, one maybe two weapons etc. Not to mention your fighting with Cartel Market Items and quest drops in terms of producing a look someone wants. But regardless of looks, everyone needs 14 Augments per toon. They need one or more Augment Kits every time they change their look. Tanks who have a DPS sets and a Tank set will need 28 Augments per toon and even more Augment Kits.

Augments and Augment Kits are both things where you can crit during production and get free items for the same ammount of mats.

So take Augments, as example. (prices are for sake of discussion as every servers GTN is different). Lets say you buy Thermal Regs from the GTN for 25K each. Thats ~103k to make a Purple quality Augment (the extra 3k accounting for the 2/2/2 Scavenging/Archeology mats if you obtain them purely from crew missions). Those same augments can sell for 125K or more. So after GTN taxes its more like n 15k profit per item (accounting for the 6% the GTN takes). But every time you crit, its an extra 115k in your pocket. So with one set of mats, you can total 130k profit or more.

That's not even getting into the Blue quality Augments, that while they sell for much less, their profit margins are typically much higher and still sell in volume.

If you take the time to look at what companions can make what, you can find that all the skills that can craft augments have a companion that gets a +5 crit chance for that craft. Add in legacy crafting and max affection, and you have a very high crit rate. Your ship droid can also be given a bonus to crit with certain crafts as well.

Augment Kits function the same way. Warriors and Knights both have +5 to Synth Crit and you can buy your ship droid +5 to Synth crit as well. So Q up 10 Kits at a time and come back in an hour to several crits making you loads of free cash.

Hambunctious's Avatar


Hambunctious
11.10.2013 , 01:33 PM | #36
Shadowlands is way different, and I don't think it's a population issue. It's closer to having too many crafters who don't pay attention to current rates.

One little example; When you have people making purple color crystals who try to undercut the less popular black/purple crystals instead of the pure purple ones, something is wrong. Then others undercut him, and the next, the next, the next...until purple color crystals are being listed at 29k instead of twice that!

You can't really make a profit at that price. I have 4 characters running treasure hunting missions for mytags, and I am lucky to get one crit for 3 mytags out of 20 missions. Half the time none at all. That's a bunch of credits spent just from missions, and not including the time/credits spent to get the other materials. Forget about buying mytags from the GTN, it's just not worth it.

Our server is full of inattentive goobs who have no clue how to price check, and match.

Marius_Xerxes's Avatar


Marius_Xerxes
11.11.2013 , 02:13 AM | #37
Look into 450 treasure hunting missions and how much they cost. You get an automatic amount of mytags, more if you crit.

On my server, those particular missions go for 7-10k a piece.

For the undercutting problem, it happens on every server. It should come and go in waves. They usually last a few weeks to a month or so. They will undercut so low that most will bail on spending their time on selling whatever is making little to no money, and the prices will creep back up. Grade 28 purple augments (almost all types) dipped to being as low as 65-70k for awhile on my server a few months back. They are now steady again at th 125-130k mark for the past few weeks. You just have to weather the storm, as it were, and let the not so serious sellers get bored and move on.

Maestrodomus's Avatar


Maestrodomus
11.13.2013 , 12:45 PM | #38
Quote: Originally Posted by Marius_Xerxes View Post
A simple way to turn profit from mats, is to just craft things that can get you multiple items when you crit during its production.

Armor and Weapons can make money, sure. But once someone finds a look they like, they only need that one chest piece, one maybe two weapons etc. Not to mention your fighting with Cartel Market Items and quest drops in terms of producing a look someone wants. But regardless of looks, everyone needs 14 Augments per toon. They need one or more Augment Kits every time they change their look. Tanks who have a DPS sets and a Tank set will need 28 Augments per toon and even more Augment Kits.

Augments and Augment Kits are both things where you can crit during production and get free items for the same ammount of mats.

So take Augments, as example. (prices are for sake of discussion as every servers GTN is different). Lets say you buy Thermal Regs from the GTN for 25K each. Thats ~103k to make a Purple quality Augment (the extra 3k accounting for the 2/2/2 Scavenging/Archeology mats if you obtain them purely from crew missions). Those same augments can sell for 125K or more. So after GTN taxes its more like n 15k profit per item (accounting for the 6% the GTN takes). But every time you crit, its an extra 115k in your pocket. So with one set of mats, you can total 130k profit or more.

That's not even getting into the Blue quality Augments, that while they sell for much less, their profit margins are typically much higher and still sell in volume.

If you take the time to look at what companions can make what, you can find that all the skills that can craft augments have a companion that gets a +5 crit chance for that craft. Add in legacy crafting and max affection, and you have a very high crit rate. Your ship droid can also be given a bonus to crit with certain crafts as well.

Augment Kits function the same way. Warriors and Knights both have +5 to Synth Crit and you can buy your ship droid +5 to Synth crit as well. So Q up 10 Kits at a time and come back in an hour to several crits making you loads of free cash.
All the same can be said for armor. People change their look, people have DPS sets, etc.
Dark Fury [Canderous Ordo]

Marius_Xerxes's Avatar


Marius_Xerxes
11.14.2013 , 05:39 AM | #39
Quote: Originally Posted by Maestrodomus View Post
All the same can be said for armor. People change their look, people have DPS sets, etc.
Not really at all. You can't crit when making armor, and get 2 pieces for the cost of one set of mats. All you can get is the free augment slot. Even then, the sell price isn't automatically double the non crit result. That was the point of that post, making your mats stretch as far as possible.

And as I mentioned, armor/weapon crafters have to contend with the Cartel Market, Reputation vendors and quest drops for gear looks. I feel pretty confident (based on nothing more then observation on my server only) that most individuals looks are gear pieces obtained via the Cartel Market and Rep vendors already. So selling those wares in volume (compared to my example items) is difficult.

So in the end, with my example, only other crafters are working "against" you in trying to sell those specific wares, rather then the alternative of crafters, vendors, quests and the cartel market working against you if your selling armor/weapons.

It's a easy and rather inexpensive investment to get setup and start making money in game.

morfius's Avatar


morfius
11.14.2013 , 10:28 AM | #40
Quote: Originally Posted by Marius_Xerxes View Post
A simple way to turn profit from mats, is to just craft things that can get you multiple items when you crit during its production.

Armor and Weapons can make money, sure. But once someone finds a look they like, they only need that one chest piece, one maybe two weapons etc. Not to mention your fighting with Cartel Market Items and quest drops in terms of producing a look someone wants. But regardless of looks, everyone needs 14 Augments per toon. They need one or more Augment Kits every time they change their look. Tanks who have a DPS sets and a Tank set will need 28 Augments per toon and even more Augment Kits.

Augments and Augment Kits are both things where you can crit during production and get free items for the same ammount of mats.

So take Augments, as example. (prices are for sake of discussion as every servers GTN is different). Lets say you buy Thermal Regs from the GTN for 25K each. Thats ~103k to make a Purple quality Augment (the extra 3k accounting for the 2/2/2 Scavenging/Archeology mats if you obtain them purely from crew missions). Those same augments can sell for 125K or more. So after GTN taxes its more like n 15k profit per item (accounting for the 6% the GTN takes). But every time you crit, its an extra 115k in your pocket. So with one set of mats, you can total 130k profit or more.

That's not even getting into the Blue quality Augments, that while they sell for much less, their profit margins are typically much higher and still sell in volume.

If you take the time to look at what companions can make what, you can find that all the skills that can craft augments have a companion that gets a +5 crit chance for that craft. Add in legacy crafting and max affection, and you have a very high crit rate. Your ship droid can also be given a bonus to crit with certain crafts as well.

Augment Kits function the same way. Warriors and Knights both have +5 to Synth Crit and you can buy your ship droid +5 to Synth crit as well. So Q up 10 Kits at a time and come back in an hour to several crits making you loads of free cash.
Just to note that I get 4 TR for something around 24k credits (6 or 8 alts on Unslicible) ... and 6-7 augments (5 - 8 actually but most times 6 or 7) from 5 queued on Armormech with 5% on comp and 3% legacy... even on server they sell about 80K per one = around 400K profit per 5 queued.
1 run on alts while drink my coffee at the morning and 1 when log on/log off at evening.
Same with kits - 2 queues of Q10 parts (3 and 2 companions each) = 1 queue for kits = 6-7 kits for 150k in mats = 400K profit.
But kits require tons of mats - full set (14) need above 2 stacks of each scavenging material... take too much time to gather so only crafting them for myself, friends and guild.
"The Aing-Tii have a different view of the Force. Not in terms of Jedi or Dark Jedi—of black and white, as it were—but in a way I like to think of as a full-color rainbow."