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[align=center]Lunariel's Guide to Resource Caps [/align]

(As originally posted in 2005)


Every weaponsmith knows that conductivity on Plumbum Iron is horrible, never exceeding two digits. The reason is that Iron has 8 subclasses. In fact, they are just like radioactive and petrochemicals, just with a more fancy name. So Plumbum is really Iron Class 1. And for most of the resource types with subclasses, the stats are capped within a limited range depending on the class. The formula is simply to divide the base range by the number of subclasses and then extend the resulting range by 30% in each direction like this:


MinCap = ROUND(MAX(BaseMin,BaseMin+(ClassLevel-13/10)*(BaseMax-BaseMin)/TotalLevels))

MaxCap = ROUND(MIN(BaseMax,BaseMin+(ClassLevel+3/10)*(BaseMax-BaseMin)/TotalLevels))


From my testing, I believe 1 and not 0 is used for BaseMin and that the final result is rounded and not truncated.


BaseMin is minimum value for class 1 and BaseMax is the maximum value for the highest class. ClassLevel is the class number and TotalLevels is the total number of classes.


Let's do an example with Plumbum which has a range of 1 to 500 on CD:


MinCap = ROUND(MAX(1,1+(1-13/10)*(500-1)/8)) = 1

MaxCap = ROUND(MIN(500,1+(1+3/10)*(500-1)/8)) = 82


499 divided by 8 makes 62.37. Adding this to the minium, extending with 30% in each direction and rounding the result, we get -18 to 82. This is then adjusted to 1 to 82 since the subclass range can not exceed the base range. Using the Find Resource here on SWGCraft, sorting by conductivity, I get an obvious mistype at the top. After that there are 5 Plumbum from 5 different servers with conductivity 82.


The formula above seems to apply to every stat except OQ on Aluminium, Copper, Iron, Steel, Carbonate Ore, Siliclastic Ore, Extrusive Ore, Intrusive Ore, Armophous Gemstone, Crystalline Gemstone, Solid Petrochemical, Radioactive and Inert Gas.


Liquid Petrochemical and Reactive Gas are the only ones with subclasses that don't follow the formula. For Liquid petrochemical, the DR range is fixed at 1 to 600 for every subclass. And the PE range is 1 to 1000 for every subclass too. More peculiar is Reactive Gas, which have different ranges on DR for each subclass, but without any obvious patterns. Also some subclasses of reactive gas seems to have suddenly gotten a minimum cap in the last 3-5 months. while ancient logs show them down in single and double digits. It almost seems like the subclass ranges for these have been hardcoded instead.


Edit Aug 9th: The DR on Reactive Gas was changed in Publish 4 last November. Thanks to Lemy for digging up this.


Crafting and Caps


There was a major change to crafting in Publish 15 with the CU. It was discovered by Brynn in this post here on SWGCraft. And the Patch on May 10th corrected that system so that minimum caps are now ignored.


Now stats may be weighted by the maximum caps of the resource type for the box it's put into when crafting. The formula for the weighting is now:


Stat*1000/Maximum Cap


This change was done for all crafting. I've tested it against several types and the rules seems to be something like this:


- Resources at the bottom of of resource tree use the new rules. Like Colat Iron, Lokian Wild Wheat.

- Resources one step further up may use the new rules. generic Steel use it, while generic Herbivore Meat doesn't. They probably only implemented it for the Metal groups and possibly the Ore and Gemstone groups too. Even further up it's probably not used. It's not used for Non-Ferrous nor for Wood.

- The caps used are the old caps before the JTL resources. So a Steel box will count the max CD as 650. If you put a JTL Steel there with higher CD than that, it considers the CD to be exactly 650. So any uber CD JTL Steel is less valuable right now. But it should still be good in Ferrous boxes.


An example:


You have a Thoranium Steel with CD 252. If you put it into a Thoranium box, the CD will count as 900 since Thoranium has a maximum cap of 280 (252*1000/280). If you put it in a Steel box the cap is 650 and it will count as 387. If you put it in Metal/Mineral/Inorganic box the new weighting rules do not apply and it will count as an unmodified 252.


Estei made a calculator here which uses a list of all the caps and calculates the new weighted value for you. Just make sure that it has been updated with the May 10th changes, or you can correct it yourself by setting all minimum caps to 0.


There doesn't seem to be any changes to the actual caps. I've checked the spawns after the CU on my server and the stats are within the expected ranges.


A full list of the caps follows in the next 2 posts.


Edit Aug 9th: Corrected PE on Flowers. Thanks to Loriena for pointing out the missing cap on PE.

Edit Oct 22nd: Corrected PE and FL on Domesticated Meat. Thanks to Snift-GMC for discovering it.

Edit Oct 22nd: Added the new resources for Publish 11. None of them seem to have any caps at all.

Edit May 4th: Rewrote the crafting paragraph with the Publish 15 changes.

Edit May 11th: Rewrote the crafting paragraph again with the patch update.


Resource Caps By Stat


This list is mostly based upon data gathered from the SWGCraft database and my own sampling over the last months. There was a change in the caps for reactive gas a while back, so there is no guarantee that it will stay this way forever. Some may change and I may have made a few mistakes as well. Please post here if you find any relatively new resources which doesn't match the data below.


One star means it has subclasses following the formula above, two stars means the subclasses are not following it.


Most resources with the full range 1 to 1000 have been omitted, but some have been included for comparison.


Edit Oct 22nd: Added the prefix 'Old' to specify pre-Publish 11 types. The new types in Publish 11 are uncapped and doesn't follow the old ranges.


ER - Entangle Resistance


Armopohous Gemstone: 1 - 800 *

Crystalline Gemstone: 500 - 1000 *

Unknown Gemstone: 1 - 1000


CR - Cold Resistance


Old Aluminium: 1 - 800 *

Old Copper: 1 - 800 *

Unknown Non-Ferrous: 1 - 800

Iron: 1 - 800 *

Old Steel: 1 - 800 *

Unknown Ferrous: 1 - 800


Carbonate Ore: 300 - 1000 *

Old Siliclastic Ore: 300 - 1000 *

Unknown Sedimentary Ore: 300 - 1000

Extrusive Ore: 200 - 1000 *

Intrusive Ore: 200 - 1000 *

Unknown Igneous Ore: 200 - 1000


Armopohous Gemstone: 1 - 1000 *

Crystalline Gemstone: 1 - 1000 *

Unknown Gemstone: 1 - 1000


CD - Conductivity


Old Copper: 500 - 1000 *

Old Aluminium: 300 - 800 *

Unknown Non-Ferrous: 300 - 1000

Old Steel: 1 - 650 *

Iron: 1 - 500 *

Unknown Ferrous: 1 - 600


DR - Decay Resistance


Old Copper: 1 - 700 *

Old Aluminium: 1 - 800 *

Unknown Non-Ferrous: 1 - 700

Old Steel: 500 - 1000 *

Iron: 300 - 1000 *

Unknown Ferrous: 300 - 1000


Old Siliclastic Ore: 1 - 700 *

Carbonate Ore: 1 - 700 *

Unknown Sedimentary Ore: 1 - 700

Extrusive Ore: 300 - 1000 *

Intrusive Ore: 300 - 1000 *

Unknown Igneous Ore: 300 - 1000


Armopohous Gemstone: 1 - 1000 *

Crystalline Gemstone: 1 - 1000 *

Unknown Gemstone: 1 - 1000


Old Known Radioactive: 400 - 800 *

Unknown Radioactive: 1 - 800

Known Solid Petrochemical: 1 - 800 *

Unknown Solid Petrochemical: 1 - 1000

Known Liquid Petrochemical: 1 - 600 **

Unknown Liquid Petrochemical: 1 - 1000


Known Inert Gas: 1 - 800 *

Unknown Inert Gas: 1 - 1000

Known Reactive Gas: 1- 1000 **

Unknown Reactive Gas: 1 - 1000


Conifer Wood: 1 - 600

Evergreen Wood: 1 - 500

Decidious Wood: 1 - 800

Animal Bones: 300 - 1000

Avian Bones: 1 - 700

Horns: 200 - 1000


HR - Heat Resistance


Old Copper: 200 - 650 *

Old Aluminium: 200 - 800 *

Unknown Non-Ferrous: 200 - 800

Old Steel: 600 - 1000 *

Iron: 500 - 1000 *

Unknown Ferrous: 300 - 1000


Old Siliclastic Ore: 300 - 1000 *

Carbonate Ore: 400 - 1000 *

Unknown Sedimentary Ore: 300 - 1000

Extrusive Ore: 400 - 1000 *

Intrusive Ore: 700 - 1000 *

Unknown Igneous Ore: 400 - 1000


Armopohous Gemstone: 600 - 1000 *

Crystalline Gemstone: 700 - 1000 *

Unknown Gemstone: 600 - 1000


MA - Mallability


Old Copper: 500 - 1000 *

Old Aluminium: 300 - 1000 *

Unknown Non-Ferrous: 300 - 1000

Old Steel: 1 - 400 *

Iron: 1 - 600 *

Unknown Ferrous: 1 - 600


Old Siliclastic Ore: 300 - 1000 *

Carbonate Ore: 300 - 1000 *

Unknown Sedimentary Ore: 300 - 1000

Extrusive Ore: 1 - 600 *

Intrusive Ore: 1 - 600 *

Unknown Igneous Ore: 1 - 800


Armopohous Gemstone: 1 - 600 *

Crystalline Gemstone: 1 - 400 *

Unknown Gemstone: 1 - 600


Conifer Wood: 600 - 1000

Evergreen Wood: 800 - 1000

Decidious Wood: 400 - 800

Animal Bones: 1 - 500

Avian Bones: 1 - 600

Horns: 1 - 500


FL - Flavor


Avian Meat: 1 - 700

Carnivore Meat: 300 - 1000

Herbivore Meat: 1 - 700

Insect Meat: 1 - 1000

Reptilian Meat: 1 - 1000

Wild Meat: 1 - 700

Domesticated Meat: 300 - 1000

Domesticated Milk: 1 - 700

Wild Milk: 1 - 1000

Domesticated Cereal: 1 - 700

Wild Cereal: 300 - 1000


PE - Potential Energy


Old Known Radioactive: 500 - 1000 *

Known Solid Petrochemical: 300 - 1000 *

Known Liquid Petrochemical: 1 - 1000 **

Wind Energy: 1 - 400

Solar Energy: 200 - 600


Avian Meat: 300 - 1000

Carnivore Meat: 300 - 1000

Herbivore Meat: 1 - 700

Insect Meat: 300 - 1000

Reptilian Meat: 1 - 1000

Wild Meat: 300 - 1000

Domesticated Meat: 1 - 700

Domesticated Milk: 300 - 1000

Wild Milk: 1 - 700

Domesticated Cereal: 300 - 1000

Wild Cereal: 1 - 700

Flowers: 1 - 700


OQ - Overall Quality


Water: 600 - 1000

Wind Energy: 500 - 500

Solar Energy: 500 - 500


SR - Shock Resistance


Old Copper: 300 - 800 *

Old Aluminium: 300 - 900 *

Unknown Non-Ferrous: 300 - 900

Old Steel: 500 - 1000 *

Iron: 400 - 1000 *

Unknown Ferrous: 400 - 1000


Old Siliclastic Ore: 1 - 600 *

Carbonate Ore: 1 - 700 *

Unknown Sedimentary Ore: 1 - 700

Extrusive Ore: 400 - 1000 *

Intrusive Ore: 500 - 1000 *

Unknown Igneous Ore: 400 - 1000


Armopohous Gemstone: 1 - 1000 *

Crystalline Gemstone: 300 - 1000 *

Unknown Gemstone: 1 - 1000


Conifer Wood: 1 - 400

Evergreen Wood: 1 - 400

Decidious Wood: 300 - 700

Animal Bones: 400 - 1000

Avian Bones: 100 - 500

Horns: 300 - 700


UT - Unit Toughness


Old Copper: 300 - 800 *

Old Aluminium: 300 - 900 *

Unknown Non-Ferrous: 300 - 1000

Old Steel: 400 - 1000 *

Iron: 400 - 1000 *

Unknown Ferrous: 400 - 1000


Old Siliclastic Ore: 1 - 700 *

Carbonate Ore: 200 - 1000 *

Unknown Sedimentary Ore: 1 - 1000

Extrusive Ore: 400 - 1000 *

Intrusive Ore: 400 - 1000 *

Unknown Igneous Ore: 400 - 1000


Armopohous Gemstone: 1 - 1000 *

Crystalline Gemstone: 300 - 1000 *

Unknown Gemstone: 1 - 1000


Conifer Wood: 1 - 300

Evergreen Wood: 1 - 300

Decidious Wood: 1 - 800

Animal Bones: 1 - 1000

Avian Bones: 1 - 500

Horns: 1 - 500


Edit Aug 9th: Corrected PE on Flowers.

Edit Oct 22nd: Corrected FL and PE on Domesticated Meat.


Resource Caps By Type


Minerals


Titanium Aluminum: CR 1 - 174, CD 300 - 408, DR 1 - 174, HR 200 - 330, MA 300 - 452, SR 300 - 430, UT 300 - 430

Agrinium Aluminum: CR 94 - 307, CD 358 - 492, DR 94 - 307, HR 270 - 430, MA 382 - 568, SR 370 - 530, UT 370 - 530

Chromium Aluminum: CR 227 - 440, CD 442 - 575, DR 227 - 440, HR 370 - 530, MA 498 - 685, SR 470 - 630, UT 470 - 630

Duralumin Aluminum: CR 361 - 574, CD 525 - 658, DR 361 - 574, HR 470 - 630, MA 615 - 802, SR 570 - 730, UT 570 - 730

Link-Steel Aluminum: CR 494 - 707, CD 608 - 742, DR 494 - 707, HR 570 - 730, MA 732 - 918, SR 670 - 830, UT 670 - 830

Phrik Aluminum: CR 627 - 800, CD 692 - 800, DR 627 - 800, HR 670 - 800, MA 848 - 1000, SR 770 - 900, UT 770 - 900

Perovskitic Aluminium: None


Desh Copper: CR 1 - 116, CD 500 - 572, DR 1 - 102, HR 200 - 265, MA 500 - 572, SR 300 - 372, UT 300 - 372

Thallium Copper: CR 63 - 205, CD 539 - 628, DR 55 - 180, HR 235 - 315, MA 539 - 628, SR 339 - 428, UT 339 - 428

Beyrllius Copper: CR 152 - 294, CD 594 - 683, DR 133 - 257, HR 285 - 365, MA 594 - 683, SR 394 - 483, UT 394 - 483

Codoan Copper: CR 241 - 383, CD 650 - 739, DR 211 - 335, HR 335 - 415, MA 650 - 739, SR 450 - 539, UT 450 - 539

Diatium Copper: CR 329 - 472, CD 706 - 794, DR 288 - 413, HR 385 - 465, MA 706 - 794, SR 506 - 594, UT 506 - 594

Kelsh Copper: CR 418 - 560, CD 761 - 850, DR 366 - 490, HR 435 - 515, MA 761 - 850, SR 561 - 650, UT 561 - 650

Mythra Copper: CR 507 - 649, CD 817 - 906, DR 444 - 568, HR 485 - 565, MA 817 - 906, SR 617 - 706, UT 617 - 706

Platinite Copper: CR 596 - 738, CD 872 - 961, DR 521 - 646, HR 535 - 615, MA 872 - 961, SR 672 - 761, UT 672 - 761

Polysteel Copper: CR 685 - 800, CD 928 - 1000, DR 599 - 700, HR 585 - 650, MA 928 - 1000, SR 728 - 800, UT 728 - 800

Conductive Borcarbitic Copper: None


Plumbum Iron: CR 1 - 131, CD 1 - 82, DR 300 - 414, HR 500 - 581, MA 1 - 98, SR 400 - 498, UT 400 - 498

Polonium Iron: CR 71 - 231, CD 45 - 144, DR 361 - 501, HR 544 - 644, MA 53 - 173, SR 453 - 573, UT 453 - 573

Axidite Iron: CR 171 - 331, CD 107 - 207, DR 449 - 589, HR 606 - 706, MA 128 - 248, SR 528 - 648, UT 528 - 648

Bronzium Iron: CR 271 - 430, CD 169 - 269, DR 536 - 676, HR 669 - 769, MA 203 - 323, SR 603 - 723, UT 603 - 723

Colat Iron: CR 371 - 530, CD 232 - 332, DR 624 - 764, HR 731 - 831, MA 278 - 398, SR 678 - 798, UT 678 - 798

Dolovite Iron: CR 470 - 630, CD 294 - 394, DR 711 - 851, HR 794 - 894, MA 353 - 473, SR 753 - 873, UT 753 - 873

Doonium Iron: CR 570 - 730, CD 357 - 456, DR 799 - 939, HR 856 - 956, MA 428 - 548, SR 828 - 948, UT 828 - 948

Kammris Iron: CR 670 - 800, CD 419 - 500, DR 886 - 1000, HR 919 - 1000, MA 503 - 600, SR 903 - 1000, UT 903 - 1000


Rhodium Steel: CR 1 - 105, CD 1 - 85, DR 500 - 565, HR 600 - 652, MA 1 - 53, SR 500 - 565, UT 400 - 478

Kiirium Steel: CR 57 - 185, CD 46 - 150, DR 535 - 615, HR 628 - 692, MA 29 - 93, SR 535 - 615, UT 442 - 538

Cubirian Steel: CR 137 - 265, CD 111 - 215, DR 585 - 665, HR 668 - 732, MA 69 - 133, SR 585 - 665, UT 502 - 598

Thoranium Steel: CR 217 - 345, CD 176 - 280, DR 635 - 715, HR 708 - 772, MA 109 - 173, SR 635 - 715, UT 562 - 658

Neutronium Steel: CR 297 - 424, CD 241 - 345, DR 685 - 765, HR 748 - 812, MA 149 - 212, SR 685 - 765, UT 622 - 718

Duranium Steel: CR 377 - 504, CD 306 - 410, DR 735 - 815, HR 788 - 852, MA 189 - 252, SR 735 - 815, UT 682 - 778

Ditanium Steel: CR 456 - 584, CD 371 - 475, DR 785 - 865, HR 828 - 892, MA 228 - 292, SR 785 - 865, UT 742 - 838

Quadranium Steel: CR 536 - 664, CD 436 - 540, DR 835 - 915, HR 868 - 932, MA 268 - 332, SR 835 - 915, UT 802 - 898

Carbonite Steel: CR 616 - 744, CD 501 - 605, DR 885 - 965, HR 908 - 972, MA 308 - 372, SR 885 - 965, UT 862 - 958

Duralloy Steel: CR 696 - 800, CD 566 - 650, DR 935 - 1000, HR 948 - 1000, MA 348 - 400, SR 935 - 1000, UT 922 - 1000

Crystallized Bicorbantium Steel: None

Hardened Arveshium Steel: None


Alantium Carbonate Ore: CR 300 - 414, DR 1 - 115, HR 400 - 498, MA 300 - 414, SR 1 - 115, UT 200 - 330

Barthierium Carbonate Ore: CR 361 - 501, DR 62 - 202, HR 453 - 573, MA 361 - 501, SR 62 - 202, UT 270 - 430

Chromite Carbonate Ore: CR 449 - 589, DR 150 - 289, HR 528 - 648, MA 449 - 589, SR 150 - 289, UT 370 - 530

Frasium Carbonate Ore: CR 536 - 676, DR 237 - 377, HR 603 - 723, MA 536 - 676, SR 237 - 377, UT 470 - 630

Lommite Carbonate Ore: CR 624 - 764, DR 324 - 464, HR 678 - 798, MA 624 - 764, SR 324 - 464, UT 570 - 730

Ostrine Carbonate Ore: CR 711 - 851, DR 412 - 551, HR 753 - 873, MA 711 - 851, SR 412 - 551, UT 670 - 830

Varium Carbonate Ore: CR 799 - 939, DR 499 - 639, HR 828 - 948, MA 799 - 939, SR 499 - 639, UT 770 - 930

Zinsiam Carbonate Ore: CR 886 - 1000, DR 586 - 700, HR 903 - 1000, MA 886 - 1000, SR 586 - 700, UT 870 - 1000


Ardanium Siliclastic Ore: CR 300 - 452, DR 1 - 152, HR 300 - 452, MA 300 - 452, SR 1 - 131, UT 1 - 152

Cortosis Siliclastic Ore: CR 382 - 568, DR 83 - 269, HR 382 - 568, MA 382 - 568, SR 71 - 231, UT 83 - 269

Crism Siliclastic Ore: CR 498 - 685, DR 199 - 385, HR 498 - 685, MA 498 - 685, SR 171 - 330, UT 199 - 385

Malab Siliclastic Ore: CR 615 - 802, DR 316 - 502, HR 615 - 802, MA 615 - 802, SR 271 - 430, UT 316 - 502

Robindun Siliclastic Ore: CR 732 - 918, DR 432 - 618, HR 732 - 918, MA 732 - 918, SR 370 - 530, UT 432 - 618

Tertian Siliclastic Ore: CR 848 - 1000, DR 549 - 700, HR 848 - 1000, MA 848 - 1000, SR 470 - 600, UT 549 - 700

Fermionic Siliclastic Ore: None


Bene Extrusive Ore: CR 200 - 304, DR 300 - 391, HR 400 - 478, MA 1 - 79, SR 400 - 478, UT 400 - 478

Chronamite Extrusive Ore: CR 256 - 384, DR 349 - 461, HR 442 - 538, MA 43 - 139, SR 442 - 538, UT 442 - 538

Ilimium Extrusive Ore: CR 336 - 464, DR 419 - 531, HR 502 - 598, MA 103 - 199, SR 502 - 598, UT 502 - 598

Kalonterium Extrusive Ore: CR 416 - 544, DR 489 - 601, HR 562 - 658, MA 163 - 259, SR 562 - 658, UT 562 - 658

Keschel Extrusive Ore: CR 496 - 624, DR 559 - 671, HR 622 - 718, MA 223 - 318, SR 622 - 718, UT 622 - 718

Lidium Extrusive Ore: CR 576 - 704, DR 629 - 741, HR 682 - 778, MA 283 - 378, SR 682 - 778, UT 682 - 778

Maranium Extrusive Ore: CR 656 - 784, DR 699 - 811, HR 742 - 838, MA 342 - 438, SR 742 - 838, UT 742 - 838

Pholokite Extrusive Ore: CR 736 - 864, DR 769 - 881, HR 802 - 898, MA 402 - 498, SR 802 - 898, UT 802 - 898

Quadrenium Extrusive Ore: CR 816 - 944, DR 839 - 951, HR 862 - 958, MA 462 - 558, SR 862 - 958, UT 862 - 958

Vintrium Extrusive Ore: CR 896 - 1000, DR 909 - 1000, HR 922 - 1000, MA 522 - 600, SR 922 - 1000, UT 922 - 1000


Berubium Intrusive Ore: CR 200 - 316, DR 300 - 401, HR 700 - 743, MA 1 - 88, SR 500 - 572, UT 400 - 487

Chanlon Intrusive Ore: CR 262 - 404, DR 354 - 479, HR 723 - 777, MA 48 - 154, SR 539 - 628, UT 447 - 553

Corintium Intrusive Ore: CR 351 - 493, DR 432 - 557, HR 757 - 810, MA 114 - 221, SR 594 - 683, UT 513 - 620

Derillium Intrusive Ore: CR 440 - 582, DR 510 - 634, HR 790 - 843, MA 181 - 287, SR 650 - 739, UT 580 - 687

Oridium Intrusive Ore: CR 529 - 671, DR 588 - 712, HR 823 - 877, MA 247 - 354, SR 706 - 794, UT 647 - 753

Dylinium Intrusive Ore: CR 618 - 760, DR 666 - 790, HR 857 - 910, MA 314 - 420, SR 761 - 850, UT 713 - 820

Hollinium Intrusive Ore: CR 707 - 849, DR 743 - 868, HR 890 - 943, MA 380 - 487, SR 817 - 906, UT 780 - 887

Ionite Intrusive Ore: CR 796 - 938, DR 821 - 946, HR 923 - 977, MA 447 - 553, SR 872 - 961, UT 847 - 953

Katrium Intrusive Ore: CR 884 - 1000, DR 899 - 1000, HR 957 - 1000, MA 513 - 600, SR 928 - 1000, UT 913 - 1000


Bospridium Armophous Gemstone: ER 1 - 105, CR 1 - 131, DR 1 - 131, HR 600 - 652, MA 1 - 79, SR 1 - 131, UT 1 - 131

Baradium Armophous Gemstone: ER 57 - 185, CR 71 - 231, DR 71 - 231, HR 628 - 692, MA 43 - 139, SR 71 - 231, UT 71 - 231

Regvis Armophous Gemstone: ER 137 - 265, CR 171 - 331, DR 171 - 331, HR 668 - 732, MA 103 - 199, SR 171 - 331, UT 171 - 331

Plexite Armophous Gemstone: ER 217 - 345, CR 271 - 431, DR 271 - 431, HR 708 - 772, MA 163 - 259, SR 271 - 431, UT 271 - 431

Rudic Armophous Gemstone: ER 297 - 424, CR 371 - 530, DR 371 - 530, HR 748 - 812, MA 223 - 318, SR 371 - 530, UT 371 - 530

Ryll Armophous Gemstone: ER 377 - 504, CR 471 - 630, DR 471 - 630, HR 788 - 852, MA 283 - 378, SR 471 - 630, UT 471 - 630

Sedrellium Armophous Gemstone: ER 456 - 584, CR 570 - 730, DR 570 - 730, HR 828 - 892, MA 342 - 438, SR 570 - 730, UT 570 - 730

Stygium Armophous Gemstone: ER 536 - 664, CR 670 - 830, DR 670 - 830, HR 868 - 932, MA 402 - 498, SR 670 - 830, UT 670 - 830

Vendusii Armophous Gemstone: ER 616 - 744, CR 770 - 930, DR 770 - 930, HR 908 - 972, MA 462 - 558, SR 770 - 930, UT 770 - 930

Bal'ta'ran Armophous Gemstone: ER 696 - 800, CR 870 - 1000, DR 870 - 1000, HR 948 - 1000, MA 522 - 600, SR 870 - 1000, UT 870 - 1000


Byrothsis Crystalline Gemstone: ER 500 - 581, CR 1 - 163, DR 1 - 163, HR 700 - 749, MA 1 - 66, SR 300 - 414, UT 300 - 414

Gallinorian Rainbow Crystalline Gemstone: ER 544 - 644, CR 88 - 288, DR 88 - 288, HR 726 - 786, MA 36 - 116, SR 361 - 501, UT 361 - 501

Green Diamond Crystalline Gemstone: ER 606 - 706, CR 213 - 413, DR 213 - 413, HR 764 - 824, MA 86 - 166, SR 449 - 589, UT 449 - 589

Kerol Fire-Gem Crystalline Gemstone: ER 669 - 769, CR 338 - 538, DR 338 - 538, HR 801 - 861, MA 136 - 215, SR 536 - 676, UT 536 - 676

Seafah Jewel Crystalline Gemstone: ER 731 - 831, CR 463 - 663, DR 463 - 663, HR 839 - 899, MA 186 - 265, SR 624 - 764, UT 624 - 764

Sormahil Fire Gem Crystalline Gemstone: ER 794 - 894, CR 588 - 788, DR 588 - 788, HR 876 - 936, MA 235 - 315, SR 711 - 851, UT 711 - 851

Laboi Mineral Crystal Crystalline Gemstone: ER 856 - 956, CR 713 - 913, DR 713 - 913, HR 914 - 974, MA 285 - 365, SR 799 - 939, UT 799 - 939

Vertex Crystalline Gemstone: ER 919 - 1000, CR 838 - 1000, DR 838 - 1000, HR 951 - 1000, MA 335 - 400, SR 886 - 1000, UT 886 - 1000


Class 1 Solid Petrochemical: DR 1 - 149, PE 300 - 430

Class 2 Solid Petrochemical: DR 81 - 264, PE 370 - 530

Class 3 Solid Petrochemical: DR 195 - 378, PE 470 - 630

Class 4 Solid Petrochemical: DR 309 - 492, PE 570 - 730

Class 5 Solid Petrochemical: DR 423 - 606, PE 670 - 830

Class 6 Solid Petrochemical: DR 537 - 720, PE 770 - 930

Class 7 Solid Petrochemical: DR 652 - 800, PE 870 - 1000


Class 1 Radioactive: DR 400 - 474, PE 500 - 593

Class 2 Radioactive: DR 440 - 531, PE 550 - 664

Class 3 Radioactive: DR 497 - 589, PE 621 - 736

Class 4 Radioactive: DR 554 - 646, PE 693 - 807

Class 5 Radioactive: DR 611 - 703, PE 764 - 879

Class 6 Radioactive: DR 669 - 760, PE 836 - 950

Class 7 Radioactive: DR 726 - 800, PE 907 - 1000

High Grade Polymetric Radioactive: None


Unknown Ferrous: CR 1 - 800, CD 1 - 600, DR 300 - 1000, HR 300 - 1000, MA 1 - 600, SR 400 - 1000, UT 400 - 1000

Unknown Non-Ferrous: CR 1 - 800, CD 300 - 1000, DR 1 - 700, HR 200 - 800, MA 300 - 1000, SR 300 - 900, UT 300 - 1000

Unknown Sedimentary Ore: CR 300 - 1000, DR 1 - 700, HR 300 - 1000, MA 300 - 1000, SR 1 - 700

Unknown Igneous Ore: CR 200 - 1000, DR 300 - 1000, HR 400 - 1000, MA 1 - 800, SR 400 - 1000, UT 400 - 1000

Unknown Gemstone: HR 600 - 1000, MA 1 - 600

Unknown Solid Petrochemical: None

Unknown Radioactive: DR 1 - 800


Chemicals


Class 1 Liquid Petrochemical: DR 1 - 600

Class 2 Liquid Petrochemical: DR 1 - 600

Class 3 Liquid Petrochemical: DR 1 - 600

Class 4 Liquid Petrochemical: DR 1 - 600

Class 5 Liquid Petrochemical: DR 1 - 600

Class 6 Liquid Petrochemical: DR 1 - 600

Class 7 Liquid Petrochemical: DR 1 - 600


Unknown Liquid Petrochemical: None

Lubricating Oil: None

Fiberplast: None

Polymer: None


Gas


Hydron-3 Inert Gas: DR 1 - 81

Malium Inert Gas: DR 44 - 142

Bilal Inert Gas: DR 105 - 204

Corthel Inert Gas: DR 167 - 265

Culsion Inert Gas: DR 228 - 327

Dioxis Inert Gas: DR 290 - 388

Hurlothrombic Inert Gas: DR 351 - 450

Kaylon Inert Gas: DR 413 - 511

Korfaise Inert Gas: DR 474 - 573

Methanagen Inert Gas: DR 536 - 634

Mirth Inert Gas: DR 597 - 696

Obah Inert Gas: DR 659 - 757

Rethin Inert Gas: DR 720 - 800


(The DR ranges on these were changed in Publish 4)

Eleton Reactive Gas: DR 1? - 400?

Irolunn Reactive Gas: DR 100? - 600?

Methane Reactive Gas: DR 200? - 700?

Orveth Reactive Gas: DR 300? - 800?

Sig Reactive Gas: DR 300? - 900?

Skevon Reactive Gas: DR 400? - 900?

Tolium Reactive Gas: DR 500? - 1000?

Unstable Organometallic Reactive Gas: None


Unknown Inert Gas: None

Unknown Reactive Gas: None


Energy / Water


Water: OQ 600 - 1000

Wind Energy: PE 1 - 400, OQ 500 - 500

Solar Energy: PE 200 - 600, OQ 500 - 500


Flora Structural


Conifer Wood: DR 1 - 600, MA 600 - 1000, SR 100 - 400, UT 1 - 300

Evergreen Wood: DR 1 - 500, MA 800 - 1000, SR 1 - 400, UT 1 - 300

Decidious Wood: DR 1 - 800, MA 400 - 800, SR 300 - 700, UT 1 - 800


Flora Food


Beans: None

Berries: None

Flowers: PE 1 - 700

Fruits: None

Fungi: None

Greens: None

Tubers: None

Domesticated Corn: FL 1 - 700, PE 300 - 1000

Domesticated Oats: FL 1 - 700, PE 300 - 1000

Domesticated Rice: FL 1 - 700, PE 300 - 1000

Domesticated Wheat: FL 1 - 700, PE 300 - 1000

Wild Corn: FL 300 - 1000, PE 1 - 700

Wild Oats: FL 300 - 1000, PE 1 - 700

Wild Rice: FL 300 - 1000, PE 1 - 700

Wild Wheat: FL 300 - 1000, PE 1 - 700


Creature Structural


Animal Bone: DR 300 - 1000, MA 1 - 500, SR 400 - 1000

Avian Bone: DR 1 - 700, MA 1 - 600, SR 100 - 500, UT 1 - 500

Horns: DR 200 - 1000, MA 1 - 500, SR 300 - 700, UT 1 - 500

Scaley Hide: None

Wooly Hide: None

Bristley Hide: None

Leathery Hide: None


Creature Food


Avian Meat: FL 1 - 700, PE 300 - 1000

Carnivore Meat: FL 300 - 1000, PE 300 - 1000

Crustacean Meat: None

Domesticated Meat: FL 300 - 1000, PE 1 - 700

Fish Meat: None

Herbivore Meat: FL 1 - 700, PE 1 - 700

Insect Meat: PE 300 - 1000

Mollusk Meat: None

Reptilian Meat: None

Wild Meat: FL 1 - 700, PE 300 - 1000

Eggs: None

Domesticated Milk: FL 1 - 700, PE 300 - 1000

Wild Milk: PE 1 - 700

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[td][/td] [td]ER[/td] [td]CR[/td] [td]CD[/td] [td]DR[/td] [td]FL[/td] [td]HR[/td] [td]MA[/td] [td]PE[/td] [td]OQ[/td] [td]SR[/td] [td]UT[/td]
[td]Titanium Aluminum[/td] [td][/td] [td]1-174[/td] [td]300-408[/td] [td]1-174[/td] [td][/td] [td]200-330[/td] [td]300-452[/td] [td][/td] [td][/td] [td]300-430[/td] [td]300-430[/td]
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Foraging giude




Foraging is a neat little skill to help you get some basic survival goods, as well as bait for fishing. The little items you pick up can be handy early on in game, as well as giving you a last ditch survival boost in situations. Here is a list of what I've acquired foraging.


Things to note about these items:

1. They do NOT fill you up like crafted foods

2. They do stack with each other, but only one of each type at a time.

3. They can be re-eaten/applied as soon as their effects wear off.

4. Anyone can carry a pocket full of these things and use. No class restrictions or requirements.


Particular interest has already been peaked regarding the Mind items. I was able to get all them together and put up a temporary 1025 to my mind pool. The time vary as seen below from 50 seconds to a good handful of minutes. If they are going to be used in your templates, pay careful attention to usage times.


Foraged Edibles


Baits

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Fish and Fishing in SWG



Introduction


Fishing is an curious subgame in SWG. Even though turn-based fishing is far from realistic, the developers put a surprising amount of depth into the game. This page offers a fishing guide, as well as pictures of every fish in the game.

The guide itself is divided up into two parts. The first part details some recommended preparation before starting your fishing trip, and is recommended for all people. The second part describes a way to quickly catch many fish, but takes advantage of the way the fishing engine works. Whether or not this is an exploit is up to you.





Preparing to Fish


Three things are required to start fishing. A fishing pole, some fishing bait, and a fishing location.


Fishing Pole


The fishing pole is an equippable item that can contain one stack of bait in its tackle. You can change the contents of the pole whether or not it is equipped. Fishing poles are graded with a quality rating from zero to 100. Whether or not the quality of the pole really matters is up to debate, but a pole rated at 70 or higher will be fine, and should be relatively easy to find.


Fishing Bait


There are four types of fishing bait in the game: grub, worm, chum, and insect. They are all effectively the same during fishing, so it doesn't matter which type you use. Bait is normally found in stacks of 2 to 5 units each.

There are two natural sources of bait. You can forage for non-chum bait using Scout skills, or you can use chum bait that you get after filleting caught fish. Besides these sources, you could always ask other fishermen or visit their vendors to buy bait.

You only need to rebait your hook when a fish steals the bait or when your line snaps. Since you normally won't have to rebait the hook, and every fish you catch will provide some chum bait, a small amount of bait is enough to get started. For example, two stacks of five units each or four stacks of three units each will be plenty.


Fishing Location


You can fish in almost any natural body of water. You cannot fish in fountains, nor can you fish in some places like the pool under Fort Tusken. There are several fishable bodies of water on every planet, including Tatooine.

Fishing locations are rated on two scales: from zero to five stars in fish density and in vegetation. A high fish density will lead to more nibbles and hopefully more fish caught. A high vegetation rating means you will catch more junk items such as datadisks and will have a greater chance of snagging your line when a fish bites. Ultimately, having a low vegetation rating is more important than a high fish density. I would rather fish in a 2-density, 0-vegetation spot than a 4-density, 2-vegetation spot.

When you have your fishing pole, bait, and a suitable location, you can start fishing using the /fish command, or read the guide below.





Illustrated Fishing Guide


In addition to finding a high density, low vegetation location,

we want an area of shallow water to work in

. After finding such a place, step out into the water and

face along the shoreline

, as shown below. Equip the fishing pole, make sure there is bait in the tackle, and type /fish.

The /fish command will cast the line, and a splash will show the location of the hook. Since you are facing along the shore,

you and your hook should be about the same distance from the waterline

. After casting, the fishing engine begins working and generates fishing events. One event is generated every seven seconds.

000FishingCast.jpg


Notice that I'm currently about 3m away from my hook. Try to

position yourself between 3m and 5m away

. If you get closer than 2m, you will reel in your line and stop fishing. Since tugging on the line will gradually bring the hook closer, staying at least 3m away provides a buffer zone.

001FishingNib1.jpg


Above, we've just gotten a nibble event, and we should

tug on the line to try to get a bite.

It doesn't matter which of the three Tug options is chosen, but here I chose Tug Up after a nibble. The event clock gives us seven seconds to choose a response.

002FishingNib2.jpg


I chose Tug Up and hit the Enter key so the display refreshes and shows my chosen action. Now we wait for the rest of the seven seconds.

003FishingBite1.jpg


A bite event!

Tug on the line again to try to catch the fish.

Again, we have seven seconds to make a selection and any Tug option should do fine. I chose Tug Right.

004FishingBite2.jpg


Having entered the Tug Right action, the display refreshes to reflect my choice.

005FishingCatch.jpg


The fish has been caught. All we have to do is reel it in. Surprisingly, the correct action is to

do nothing after a Caught Something event

. Don't move, and don't choose any tug or reel-in action yet.

006FishingReel.jpg


Now the control window disappears and a system message saying "You reel-in your catch" is shown. Normally, you would fight with the fish, trying to bring it in over a period of several 7-second steps. Since we're in shallow water and so is the fish, we can walk right over to the bobber without swimming. Swimming will instantly stop the fishing process, but we can stay in shallow water, and

walk up to catch the fish

. If the fish hasn't stolen our bait during this time, another system message will appear specifying the type of fish that was caught.





All Fish

1AllPlanets.jpg




Fish by Planet

1Corellia.jpg

1Dantooine.jpg

1Dathomir.jpg

1Endor.jpg

1Lok.jpg

1Naboo.jpg

1Rori.jpg

1Talus.jpg

1Tatooine.jpg

1Yavin4.jpg




Fish by Species

Here are close-up pictures of each species of fish, shown for details. For color comparisons, use the pictures above.

Blackfish

2Blackfish.jpg

Blowfish

2Blowfish.jpg

Bluefish

2Bluefish.jpg

Faa

2Faa.jpg

Laa

2Laa.jpg

Ray

2Ray.jpg

Striped Fish

2StripedFish.jpg

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How Resources Shift



 

First some words about the terminology. A lot of people use the term day for the interval between shifts since it is close to a day. We'll use the term shift instead and shifts refer to multiple intervals. Also the term shift is often used by people instead of spawn or despawn. So if someone says that a specific resource shifted, it means it spawned and/or despawned. We will use the words spawn and despawn here to avoid confusion.



 

Overview

'The Resource Shift' is a period where resources are removed (despawns) and new ones are added (spawns).


We have rolling changes which continue throughout most of the day. A lot of the rules are related to which shift the changes belong to. So if something doesn't add up, it may be that you are in the middle of a shift period or you are assuming two adjacent shift periods are a single one. Detecting the transfer from one shift to another is almost impossible.


Everything related to one single spawn or despawn will happen simultaneously on all planets. The delay seems to be between the various spawns and despawns. Even between a spawn and it's replacement.



 

The Resource Pools


EMU Servers have a set of resources which are divided into 4 pools like this:


1) Minimum Pool (15 resources)

  • 1 Steel not including Hardened and Crystallized from JTL
  • 1 Copper not including Conductive from JTL
  • 0 Iron
  • 1 Aluminium not including Perovskitic from JTL
  • 1 Extrusive Ore
  • 1 Intrusive Ore
  • 0 Siliclastic Ore not including Fermionic from JTL
  • 1 Carbonate Ore
  • 1 Crystalline Gemstone
  • 1 Armophous Gemstone
  • 1 Known Radioactive not including High Grade from JTL
  • 1 Known Solid Petrochemicals
  • 1 Known Liquid Petrochemicals
  • 2 Polymer
  • 2 Lubricating Oil
  • 0 Known Inert Gas
  • 0 Known Reactive Gas not including Unstable from JTL Gas

2) Random Pool (27 resources)

  • Any Mineral except Iron and JTL resources.
  • Any Gas except JTL Gas.
  • Any Chemical except Fiberplast
  • Extra Water (Bonus Water in addition to the one in the Native Pool)

3) Fixed Pool (22 resources)

  • 8 JTL Resources (Added just before Publish 11)
  • 14 Iron

4) Native Pool (420 resources)

  • One Fiberplast for each planet
  • One Water for each planet
  • One Wind Energy and One Solar Energy for each planet
  • All 38 Organic types for each planet



 


Despawning old resources

Once a shared resource despawns, it will despawn from all planets at the same time.

Once a resource has despawned no more of it will ever be created in the galaxy, except by bugs or CSR intervention. smile.gif


Pool Despawn Rules:

  • Minimum Pool: If one of the same type is in pool 2, it is moved to pool 1 and it continues as if it despawned from pool 2. If there is nothing to grab in pool 2, a new one is spawned to replace it. The subtype is drawn randomly. (For example if a Steel is despawned it is replaced by any of the 10 subtypes at random but probably weighted a bit.)
  • Random Pool: A new random resource is selected from a weighted table. For example Radioactive has a low weight, while Polymer, Lube and Known Gas has a rather high weight. It seems that there may be a difference in weight between subtypes, making some of them more rare than others. Iron, JTL resources and all native resources except bonus water can't be spawned in the random pool.
  • Fixed Pool: If a JTL resource despawns, a new one of the same type is spawned. And if an Iron despawns a new random Iron will replace it.
  • Native Pool: A new one of the same type will replace the old one. If a Water despawns and there's one on the same planet in the random pool, that one is grabbed instead just like in the minimum pool.

 



Spawning new resources

There can be an interval between a despawn and its replacement. You can even catch native resources missing since the new one hasn't spawned yet. Don't worry, it will show up eventually.


A new shared resource will spawn on all its target planets on the same shift. This should happen almost instantenously.


The resource name and the stats are selected at random. Some stats have lower and/or upper caps depending on the combination of resource type and resource stat. See this link for a list of all the caps.


There are maximums for resource types which mirrors the ones the minimum pool. But they are so high that it's extremely rare to reach them. And with the current size of the random pool it's a non-issue.


Statistically there doesn't seem to be any preferences for any planets. Statements like 'Rare resources spawn mostly on adventure planets' are more psychological than factual.


Planet Selection:

  • - The following spawn on 1 pre-selected planet: All Native resources except bonus Water.
  • - The following spawn on 1 random planet: All JTL resources and bonus Water.
  • - The following spawn on 1 to 3 random planets: Iron, Intrusive Ore, Extrusive Ore, Solid Petro, Liquid Petro and all Unknown types.
  • - The following spawn on 8 random planets: Non-JTL Steel, Aluminium, Copper, Carbonate Ore, Siliclastic Ore, Crystalline Gemstone, Armophous Gemstone, Known Radioactive, Polymer, Lubricating Oil, Known Inert Gas and Known Reactive Gas.

 



Resource Concentrations

The resource concentrations can roughly be grouped into these categories:

  • - High and Plentiful: JTL resources, Chemicals and Inert Gas (Up to 99% and can easily find spots in the 90s)
  • - Medium: Non-JTL Minerals except Ore, Non-JTL Reactive Gas and Flora. (Up to the 90s as well, but normally have to settle for the 80s or even the high 70s)
  • - Low and Rare: Non-JTL Ore, Water, Wind Energy and Solar Energy (Up to the 70s, but often have to settle for the 60s or even the 50s)
  • - Creature: Creature resources (They have a lower limit to the concentration in contrast to the other categories which may go down to 0)
  • - Indoors: Concentrations indoors are always set to 0.

Skewed grading scale for concentrations are: - High and Plentiful: 90 Minimum, 94+ Good, 97+ Excellent, 99 Perfect.

- Medium: 75 Miniumum, 85+ Good, 90+ Excellent, 95+ Perfect.

- Low and Rare: 50 Minimum, 60+ Good, 65+ Excellent, 70+ Perfect.[/indent] Other people will have different opionions. Minimum is for a quick and dirty survey, Good is for a normal one. Execellent is for things that really matter and you have enough time to survey. Perfect is there just to make your day. smile.gif

  • - A survey tool will only show the concentrations at 10% or higher.
  • - When you are sampling your survey skill will be used to calculate a limit for how high concentration you need to sample. The limit starts high and goes down to 10% (cap) at 100 skill. The amount you sample is based upon the actual concentration minus this limit.
  • - Concentrations have fractions even though they are not shown in your survey tool. This the reason for varying rates reported from harvesters. The harvester's original BER rates do not have fractions. BER 13 is always 13.0.

 



Duration

Non-JTL Inorganics last 7 to 10 shifts. However the spread out shift may make a 7 shift spawn appear late in it's shift and despawn early making the duration closer to 6 days. So a more correct statement now would be 6 to 11 days. Organics still seem to last 7 to 21 shifts and we're pretty sure JTL resources last 14 to 21 shifts.

  • Non-JTL Inorganics: 6 to 11 days.
  • Organics: 6 to 22 days.
  • JTL resources: 13 to 22 days.

The distribution is spread out evenly between the possible durations. So in 1000 Iron spawns around 250 each would last 7, 8, 9 and 10 shifts. This implies the average is the center between the limits. 8.5 days for Inorganic, 14 days for Organic and 17.5 days for JTL. There also doesn't seem to be any bonus/penalty for planets, resource types nor how much has been harvested. It's all random.


We suspect the algorithm picks out the duration when it spawns and stores it internally as a counter. Each shift the counter is decreased by one and it is removed when it reaches zero.



 

Creature Resources


The resource shift treats all resources the same, even creature resources.


For example no creatures drop Avian Meat on Endor and you can't milk Domesticated Milk on Corellia. But the shift doesn't care about this and continue to spawn and despawn those resources.


And creature resources spawn with concentrations as well. The harvest message of Fat, Normal and Skinny signifies which range the concentration is in. That's the reason for the paradox when the same creature is skinny when you get bone, but fat when you get hide. Unfortunately there's no way to tell the actual concentration without trying to calculate from the number of resources you harvest. See thislinkfor more information. For Egg and Milk it may be that their respective harvest algorithms don't look at the concentration. The high random factor makes it almost impossible to find out if concentrations are used.



There are 2 special cases for creature resources.

  • - When you are indoors, the game can't match your position to where you are on the planet. (Caves also count as indoors) So it ends up reporting the concentration as 0%. When that happens you only get 1 unit when you harvest.
  • - After a resource has despawned it may now take an hour or more to get a replacement. During that time you get a message that the creature has no harvestable resources of that type. After you get that message the creature will be considered harvested so you can't pick something else. If you send a harvesting droid you will get no error message and no harvest message either.

Skill Factor is (Int(Harvest Skill)+100)/100. Since the decimals on the skills are removed, any decimals on the Veghash won't matter.


The Creature factor is entirely dependent on the creature's level. It's non-linear and is the same value as you get in scouting experience when harvesting. For example a level 5 creature has factor 34, while a level 30 creature has factor 371. For babies the factor is divided by 10.


And yes, meat, hide and bone has concentrations just like any other resource.smile.gif


If you ever wondered why the same creature is reported as skinny when getting bone, but fat when getting hide, there's your answer. If you haven't used a survey tool, I suggest trying one to see how concentrations are spread out. Unlike minable resources, creature resources have a lower cap on the concentrations which they will never go below. The concentration stays for the duration of the spawn just like other resources. (A good tip when running harvest missions is to find the direction with the highest concentration and continue to use that until it despawns.)


Unfortunately there's no way to tell actual value of the concentration. The messages about skinny, normal and fat are the only clues beside calculating from how much you actually get. When the concentration factor gets below 9% it is reported as skinny, when it gets above 13.5% it is reported as fat. The highest I've seen is above 15%. (The actual concentration is probably much higher and is divided by a constant value to get the factor. But using these factors instead simplifies the formula.)


An example for harvesting a level 30 creature with Hunting 4 without Veghash and no droid:

  • The breakpoint for skinny/normal is: ((45+100)/100) * 371 * (9/100) = 48 units.
  • The breakpoint for normal/fat is: ((45+100)/100) * 371 * (13.5/100) = 72 units.
  • Which means you will get up to 48 when it's skinny, 48 to 72 when it's normal and 72 and above when it's fat.

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