Alex

alex284

Crafting superior tech upgrades for EC

February 20 2016
Here is an example using Superior Engineering Upgrades and prices from right now.

A Superior Engineering Upgrade Requires 1 Rerouting Lattice, 1 Ejection System, 1 Trellium-K, and 15,000 EC. A Rerouting Lattice requires 2 Tetrazine and 1 Z-Particle. An Ejection System requires 2 Rubidium and 3 Beta-Tachyon Particles.

Using the price of the 100th cheapest of each item, here are prices from right now that I need to know to figure out if I can make money from this and if I need to make my own components (we just had an Upgrade Weekend so the prices are a little higher than normal):

Beta-Tachyon - 16,000
Rubidium - 49,800
Z-Particle - 49,000
Tetrazine - 5440
Rerouting Lattices - 77,243
Ejection Systems - 100,101
Trellium-K - 3204
Superior Engineering Upgrades - 189,000

My crit rates on my main (all purple doffs and level 20 engineering school):

Ejection System: 28%
Rerouting Lattice: 30%
Superior Technology Upgrade: 99%

First, calculate how much it costs me to make 1 Rerouting Lattice:

Cost = (2*price of Tetrazine + price of Z-Particle)/(1 + 2*crit rate)
Cost = (2*5440 + 49000)/(1+0.6)
Cost = 37,425

37,425
2 people liked this
Edited February 21 2016 by alex284
Alex

alex284

Easy passive EC: How to craft Superior Upgrades for money

February 20 2016
The purpose of this guide is to make money off of the stuff you produce. If you don't care about money, then ignore this.

For everyone else, though, here is the Golden Rule of MMO Economics:


    If you craft with the materials you farm, then you are giving up the EC you could have made by selling them.

    For example, you might want 10 Radiogenic Particles to make 10 Superior Beams Upgrades. You could do 10 advanced PVE queues to get them or buy them for 440,000 EC on the exchange (the current price as I'm writing this). If you do the queues, you could either use them to craft those Superior Beam Upgrades or you could sell them for 440,000 EC on the exchange. Whether you grind them or not, you're still faced with a choice between 440,000 EC or 10 Radiogenic Particles.

    The only thing that is different if you grind them is that you have 440,000 EC in more in assets. If that's the best way you have of getting 440,000 EC, then go for it! But if you can get 440,000 EC in a faster/more fun way, then why not do that instead and then buy the Radiogenic Particles?

    This guide is about making stuff to sell it, specifically superior upgrades. I like to make those for money because they're easy, they sell quickly, and they don't require dilithium.

    If you want to put in more effort and learn how to make gear for profit, then you would (I'm just guessing) make more money than with this but you'd have to deal with the random outcomes, pay dilithium, and actually learn the markets and the chances of getting something profitable and generally putting in more work than a lazy player like me is willing to do.

    This might not be the most profitable way to make EC from R&D, but it's the lowest EC-to-effort ratio that I know of.

    The step-by-step guide

    1. Pick an R&D school. I specialize in engineering upgrades, and my 4 favorite characters are all level 20 in that school because they've spent the last year and a half operating sweatshops on their ships. My newest well-loved character is getting there; she is already profiting from her sweatshop.

    A higher level means a higher crit rate. Critting on crafting Superior Upgrades means you get 2 Superior Upgrades for the same time and materials. So focusing on 1 school means more profit. It also means less effort since selling a lot of 1 thing is easier than selling a little bit of 7 things.

    2. Get the characters you like to play to level 15 in that school with the 20-hour daily projects and the daily bonus mission at the Fleet Research Lab.

    3. Unlock the last 2 R&D project slots by getting 2 other schools to level 5 and by buying an extra slot at the Fleet Research Lab for 100,000 FC.

    4. Buy 6 purple Research Lab Scientist doffs for each character you play regularly. Traits don't matter.

    Yes, this might be a little pricey for you, but they're worth the investment and you can start with greens or blues at first if you don't have the 30 to 40 million EC these doffs cost (per toon). Your crit rate increases with doff rarity, and you can always sell them later if you change your mind.

    Since they're not bound to character, you could even get 1 set of 6 for each faction and mail them between characters. I'm way too lazy for that, but it might be a way to get started.

    5. Buy 6 purple Fabrication Engineers on one of your toons to make components.

    6. OK, now it's time to figure out your market. This step requires a little arithmetic, so open a spreadsheet or get a pen and some paper. Or skip this step and just assume you'll make EC. You probably will, but I'm not responsible for you losing EC because you managed to be lazier than me.

    A math example is in the next comment on this thread.

    In your spreadsheet, calculate the cost to make each component with

    Cost = (total cost of components)/(1+2*crit rate)

    * means multiplication. / means division. + means addition.

    You can find the crit rate for a component by clicking to make it and selecting the appropriate doff. If you crit, you get 3 times the number of components you slotted, which is the same as having 2 times your normal crit rate.

    So, for example, the cost of making a Rerouting Lattice is

    Cost of 1 Rerouting Lattice = (price of z-particle + 2 * price of tetrazine)/(1 + 2 * 0.30)

    Figure that out for both components.

    Now figure out the cost for upgrades with the formula:

    Cost = (cost of first component + cost of second component + cost of purple material + 15000) / (1 + crit rate)

    Critting gets you 1 extra Upgrade, so you don't multiply it by 2 this time.

    Should you use the cost of components that you calculated above or the price that component is listed for on the exchange? Whichever is lower. If you can produce a component cheaper than you can buy it on the exchange, then you should produce it. If you can buy it cheaper, then you will buy it.*

    If the cost of producing 1 Superior Tech Upgrade is lower than the price you can sell it for on the exchange, then you're good to move on to the next step.**

    7. Buy materials that you need to make components. I like to just get a bunch of these done at once so I don't have to worry about this for a while, but you might not have the capital to buy 1000 or 2000 of each blue material in your first go. It's up to you. If you're buying components instead of making them, then buy a bunch of those.

    Do this on the toon that has the 6 purple Fabrication Engineers, who should also be the toon with the highest level in your R&D school.***

    8. Mail or use the account bank to give a stack of the purple material and the 2 blue components to the toons you like to play.

    9. Every 15 minutes, go through and set up 6 projects to make these kits. Have fun playing the game normally outside of the 10 seconds it takes to set these up.

    10. Check the market regularly and find a good time to sell. I wouldn't hold on to too many of these at first because you'll need the EC to buy more materials, but eventually you'll be able to figure out for yourself when a good time to sell is (spoiler: during an upgrade weekend).

    11. Post the upgrades in groups of at least 10 because buyers often skip single Upgrades so they don't have to click so much. I do that with materials too. If I want 1000 Rubidium, I'm not going to spend 2 hours buying each one individually. I'll pay a little more per unit to get them all at once.

    ----

    When DR hit in October 2014 and upgrading became a part of STO, I made insane (for me) amounts of EC but assumed that in a few weeks, maybe a few months, the profit margin on upgrades would be razor-thin. Well, it's been a year and a half and while the prices of materials and upgrades have all dropped a lot and EC/hour is lower than it was before, but there's still nothing better in the game for getting EC than R&D.

    The only reason it stayed that way is that most STO players haven't figured it out, either because it looks complicated and scary or because they can't understand the Golden Rule of MMO Economics.

    It also helps that there are always nice players who post propaganda on the official forums like "Don't get into R&D for profit because you can't make any money unless you're level 20 with purple doffs and even then you might lose so don't even try!" Less competition for me!

    *I recently adjusted my spreadsheet formula to say that if I can't save more than 10,000 EC per component by crafting it myself then I'll just buy it. I'm that lazy.

    **You can also calculate EC/hour with

    EC/hour = (price of upgrade on exchange - cost to make an upgrade from above) * (1 + crit rate for tech upgrades) * 24

    Why calculate EC/hour instead of Price/Cost of making an Upgrade? Because you are limited by the number of R&D project slots and you're looking for the best way to use those. If you have a choice between making two things that each would double your EC in the same amount of time, the one that costs more initially is the more profitable choice because it would have the bigger profit margin.

    For example, if you could make Widget A for 10 EC and sell it for 20 EC and Widget B for 20 EC and sell it for 40 EC, and it takes 1 hour to make each, which is the better choice? Both double your EC, but Widget B gets you 20 EC/hour instead of 10 EC/hour.

    ***You can make component production less work by putting all your purple materials in your account bank (or mailing them to yourself) and turning the filter in your school to "Show with met reqs." This puts the blue components at the bottom of the UI, and since it scrolls down when you go back to your school after setting one project, you won't have to scroll back up.
    2 people liked this
    Edited February 20 2016 by alex284
    Alex

    alex284

    Game Changer

    February 20 2016
    They did say that nothing would be worse after the change. We'll see.

    I'm with sej. There will be some new meta with this new system and then people won't think of it much anymore.

    The benefits seem to be centered around making the whole thing easier for new players, which is good.

    We'll see....
    2 people liked this
    Kontxesi

    kontxesi

    [WEEKLY EVENT] Weekly Teamed Leveling Event!

    February 19 2016
    Quote by calx
    Quote by kontxesi
    Of course they changed it to a bonus marks weekend. :/


    IKR!!!! Damn you cryptic!!!!! *fist shakes* :evil:


    I mean, don't get me wrong. Marks are great. But I just wish the calendar was accurate, you know? Helps me plan which weekends I need to be on my ass in front of the computer and when I can go do stuff. :p
    2 people liked this
    Greg Ferguson

    GaymerGreg

    Sherman's Legacy by @Tekn0mancer

    February 19 2016
    Quick Mission Briefing..

    The most important initial thing about a foundry mission is Location, location, location. Where does it start? I am very happy to say. This mission is very clearly identified. So off the bat, I was happy.

    As far as general play, I did enjoy the plot, and the dialogue options, The fact that some of the combat was optional was a good feature.. I will have to play it a few times for any actual editing suggestions, but I liked it.

    From a writer/plot perspective, I would suggest that you inform the player to start in a "neutral" ship, if possible. but that is a super minor suggestion.

    I will play the other two missions this weekend also, and I would suggest to others to play, as well.
    Unknown Person liked this
    Cal

    calx

    [WEEKLY EVENT] Weekly Teamed Leveling Event!

    February 19 2016
    Quote by kontxesi
    Of course they changed it to a bonus marks weekend. :/


    IKR!!!! Damn you cryptic!!!!! *fist shakes* :evil:

    Unknown Person liked this
    Cal

    calx

    Game Changer

    February 19 2016
    Quote by WhiteOnmyoji
    Tactical Readiness is now recruiting for the Positions of Test Gophers and test Guinea Pigs


    ooh what's the diff between a Goph and a GP? :dry:

    Cal

    calx

    Game Changer

    February 19 2016
    Quote by Kasandaro

    Question: Traits got split, so you don't have to stifle one at the other. Now skills. I wonder if they're looking on bringing a focus back to ground in some way.


    given there's a 46/10 space/ground split...and you can't fill them all, I'm guessing not

    Sej @Ereiid

    Ereiid

    Game Changer

    February 19 2016
    Quote by Gravity
    I am waiting to see the full skill trees before worrying/getting excited. Though I am hoping for some build diversity with this change


    Part of what's led me to my position being that the post describes specific changes to the one place there remained build diversity in the game - in the Science trees.

    Specifically, the revamp effectively collapses certain coordinate skills into a single marker - Cotnrol, Drain, you get the drift.

    I admit - some of Bort's discussion at Reddit seems to at least somewhat acknowledge the possibility they may be trying to incentivize or clear away skillsets that go underutilized. Threat and maybe even Stealth/Detection mechanics most notably.
    Ben

    Gravity

    Game Changer

    February 19 2016
    I am waiting to see the full skill trees before worrying/getting excited. Though I am hoping for some build diversity with this change

    Maxuell79

    [WEEKLY EVENT] Weekly Teamed Leveling Event!

    February 19 2016
    I'll plan to attend for sure.
    My main T'Lola is almost 60, but I have another toon really low and one at 50.

    Thanks for the event guys, see u online
    Unknown Person liked this
    Heli

    Narciso

    Beta Testers Needed

    February 19 2016
    I'll help out too if you still need more helpers!
    Sej @Ereiid

    Ereiid

    Game Changer

    February 19 2016
    I'm of the opinion that this is actually going to change very little for most long-time players.

    The skilltree system has been (at least since its last major overhaul) an incredibly narrow buildspace. Most decent builds look remarkably similar to each other - there's very little meaningful room to vary builds - the most significant exception being Science.

    By the looks of it - the point of the overhaul is to limit the wasted space, that people weren't really using anyways.

    There's even the outside possibility that this might be an opportunity for Cryptic to use the revamp as a backend nerf for the steady escalation of player power.
    Jamie

    tuvak

    Game Changer

    February 19 2016
    Wow. These changes are really significant. Will definitely change how the game is played for sure.
    CJ Record

    Kasandaro

    Game Changer

    February 19 2016
    I made such the unholy noise, even at the screenshots.

    Question: Traits got split, so you don't have to stifle one at the other. Now skills. I wonder if they're looking on bringing a focus back to ground in some way.
    Tony Calabrese

    coverfyre

    Game Changer

    February 19 2016
    Reddit is on fire with this news. They did confirm a free respec when the changes are released. Most of the comments are very positive. I'm so proud of our community right now; in almost every MMO I've played their communities hate change, but here is a vocal majority who are happy to see the evolution of STO.

    Reddit thread
    https://www.reddit.com/r/sto/comments/46fqic/star_trek_online_skill_system_revamp/?sort=confidence

    ARC forum thread
    http://www.arcgames.com/en/forums/startrekonline/#/discussion/1212020/skill-system-revamp
    Unknown Person liked this
    Liam

    williamjaneway

    Game Changer

    February 19 2016
    they will need to give everyone a free respec as this is being changed from the ground up
    2 people liked this

    Unknown Person

    Game Changer

    February 19 2016
    For those of us "Silver" F2P non-subscribers who don't get a free respec token at every level, I wonder whether the existing skill trees will be wiped clean when this goes live so we can adjust to the new system, or whether it will be a flat conversion.

    Enquiring minds and all that.
    Tsar Agus

    WhiteOnmyoji

    Game Changer

    February 19 2016
    Tactical readiness will keep a close eye on the changes and we will report back our findings as soon as we can.

    http://www.arcgames.com/en/games/star-trek-online/news/detail/9797693-star-trek-online%3A-skill-system-revamp

    Also Tactical Readiness is now recruiting for the Positions of Test Gophers and test Guinea Pigs to join us on Tribble so we can test out these changes as they are put up on Tribble.
    6 people liked this
    Edited February 19 2016 by WhiteOnmyoji
    Chris

    Taosin

    Move Flagship for WC Feb 23

    February 18 2016
    Hello,

    Lords of Stonewall...

    Can a guild leader please move the guild ship as soon after next weeek's conquest begins? And apologies if this is already known or planned!

    Conquest: Death Mark (link)
    Commences: Tuesday Feb 23 at 7AM EST (US)

    Suggested action:
    • Move Guildship to tattooine
    • Open Conquest tab, click the dropdown to choose tattooine, and click "Invade Planet" or similar.

    Why? This cuts down on the amount of time to achieve personal conquest goals significantly (by a huge amount!), as many of the objectives will have x2 multipliers for Tattooine being invaded.

    Cheers and thanks!
    Unknown Person liked this
    Edited February 18 2016 by Taosin