Reverse Engineering 101

Ask & answer questions, submit ideas or post guides on Reverse Engineering.

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agida
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Re: Reverse Engineering 101

Post by agida » Thu Dec 04, 2008 4:00 pm

I think I had the same problem when I did not have the expertise box set to have the ability to add a Socket.

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Ja'von
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Re: Reverse Engineering 101

Post by Ja'von » Fri Dec 05, 2008 1:07 pm

I have the box in the expertise unless you are talking about the one that allows you to make the tool to remove SEA's from an item...I don't have that box.

Seems like there are alot of other people out there with the same problem about their PUPs not having what they do in the title/name of the PUP...instead it is just a generic "Armor/Clothing/Weapon" Powerup title.

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Re: Reverse Engineering 101

Post by Zimoon » Fri Dec 05, 2008 5:00 pm

Ja'von wrote:I have the box in the expertise unless you are talking about the one that allows you to make the tool to remove SEA's from an item...I don't have that box.

Seems like there are alot of other people out there with the same problem about their PUPs not having what they do in the title/name of the PUP...instead it is just a generic "Armor/Clothing/Weapon" Powerup title.
A few months ago the Devs added names to PUPs, and not just the generic name. Could that fix have been reverted? I guess you better check this issue at the official Traders boards, the senators may know better and they do not scan these forums every day.
/Zimoon

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Re: Reverse Engineering 101

Post by maninspace » Fri Dec 04, 2009 10:38 am

just to make sure that I got this right - and maybe solve my PUBs problem:
in order to get higher rated pubs, I will have to reRE them or lets say, put them into my tool again?
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Re: Reverse Engineering 101

Post by Zimoon » Fri Dec 04, 2009 10:51 am

maninspace wrote:just to make sure that I got this right - and maybe solve my PUBs problem:
in order to get higher rated pubs, I will have to reRE them or lets say, put them into my tool again?
Nope, you cannot boost a PUP. Live with it or sell it.

PUPs is trial and error.

SEAs are rinse-and-repeat.



/Zimoon

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Re: Reverse Engineering 101

Post by Sunhammer » Fri Dec 04, 2009 7:36 pm

The RE game is similar to a dice game. If you roll your dice once, you have a 1:6 chance to get any number between 1 and 6.

Compared to SWG's RE game, you can get better Powerups if you roll your dice more often.

I usually have always a large stock of 35s that i use only for powerups. To get a capped or high enough powerup, i simply craft many powerups in a row. From my experience, with 159 RE chance you need only 10 attempts to get at least one perfect capped powerup, for example, a +11 RE chance powerup. If you're lucky, you get a capped one on your first attempt. If you are unlucky, you'll need 10 attempts.

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Re: Reverse Engineering 101

Post by maninspace » Fri Dec 04, 2009 7:42 pm

does the order of the powerbit have any effect?
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Re: Reverse Engineering 101

Post by Zimoon » Fri Dec 04, 2009 9:37 pm

maninspace wrote:does the order of the powerbit have any effect?
For PUPs? No

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Re: Reverse Engineering 101

Post by Sunhammer » Fri Dec 04, 2009 9:58 pm

maninspace wrote:does the order of the powerbit have any effect?
Yes. Expect to get some major data soon ( TM ) here, but be patient, this is a long work.

Powerups made from 2nd and 3rd order powerbits have more uses, it seems that this is the only effect. Powervalue is not higher.

As said above, i'm working on a major data excel sheet.

In the following sample there is no data about powerbit order, i've included it in my second version of this sheet after i have seen more uses on PUs after a closer look to the order of my bits.

Here is a small example of how it looks :

CL Mod 1 Mod 2 Mod 3 Mod 4 Type Initialbit used junk Initialbit-Trader PU PU Value Uses RE Chance Luck PU Type

Code: Select all

90 25 00 00 00 J 28 17 Engineer Block Chance 22 262 159 1077 Weapon PU
90 25 00 00 00 J 28 16 Engineer Block Chance 22 209 159 1077 Weapon PU
90 25 00 00 00 J 29 12 Engineer Block Chance 24 212 159 1077 Weapon PU
90 25 00 00 00 J 31 7 Engineer Block Chance 25 266 159 1077 Weapon PU
90 25 00 00 00 J 30 18 Engineer Block Chance 28 243 159 1077 Weapon PU
90 25 00 00 00 J 31 6 Engineer Block Chance 25 207 159 1077 Weapon PU
90 25 00 00 00 J 28 14 Engineer Block Chance 26 276 159 1077 Weapon PU
90 25 00 00 00 J 31 7 Engineer Block Chance 23 241 159 1077 Weapon PU
90 25 18 00 00 J 31 13 Engineer Block Chance 22 214 159 1077 Weapon PU
90 25 22 18 00 J 30 8 Engineer Block Chance 27 280 159 1077 Weapon PU
90 25 00 00 00 J 30 9 Engineer Block Chance 24 285 159 1077 Weapon PU
90 25 00 00 00 J 28 12 Engineer Block Chance 29 259 159 1077 Weapon PU
90 25 00 00 00 J 31 7 Engineer Block Chance 27 244 159 1077 Weapon PU
90 25 00 00 00 J 28 7 Engineer Block Chance 25 285 159 1077 Weapon PU
90 25 00 00 00 J 27 15 Engineer Block Chance 23 258 159 1077 Weapon PU
90 25 00 00 00 J 31 9 Engineer Block Chance 26 233 159 1077 Weapon PU
90 25 23 00 00 A 28 12 Munitions Heal Potency 13 221 159 1077 Weapon PU
90 25 00 00 00 A 28 9 Munitions Heal Potency 14 248 159 1077 Weapon PU
90 25 00 00 00 A 29 17 Munitions Heal Potency 11 219 159 1077 Weapon PU
90 25 00 00 00 A 30 6 Munitions Heal Potency 12 268 159 1077 Weapon PU
90 25 00 00 00 A 31 4 Munitions Heal Potency 11 285 159 1077 Weapon PU
90 25 00 00 00 A 28 8 Munitions Heal Potency 12 245 159 1077 Weapon PU
90 25 00 00 00 A 29 8 Munitions Heal Potency 11 252 159 1077 Weapon PU
90 25 00 00 00 A 31 8 Munitions Heal Potency 13 214 159 1077 Weapon PU
90 25 00 00 00 A 31 8 Munitions Heal Potency 13 278 159 1077 Weapon PU
90 25 18 18 00 A 31 6 Munitions Heal Potency 10 223 159 1077 Weapon PU
90 25 25 18 00 A 31 6 Munitions Heal Potency 11 235 159 1077 Armor PU
90 25 18 00 00 A 31 5 Munitions Heal Potency 12 215 159 1077 Armor PU
90 25 18 00 00 A 31 6 Munitions Heal Potency 11 264 159 1077 Armor PU
90 25 21 00 00 A 30 7 Munitions Heal Potency 10 278 159 1077 Armor PU
90 25 22 18 00 A 31 5 Munitions Heal Potency 13 262 159 1077 Armor PU
90 25 18 00 00 A 31 5 Munitions Heal Potency 13 243 159 1077 Armor PU
90 25 00 00 00 A 31 5 Munitions Heal Potency 13 236 159 1077 Armor PU
90 25 18 00 00 A 31 7 Munitions Heal Potency 13 246 159 1077 Armor PU
90 25 23 22 18 A 27 9 Munitions Heal Potency 13 285 159 1077 Armor PU
90 25 00 00 00 A 31 8 Munitions Heal Potency 12 207 159 1077 Armor PU
90 25 18 18 00 A 31 9 Domestics Heal Potency 13 273 159 1057 Clothing PU
90 25 24 00 00 A 28 10 Domestics Heal Potency 13 262 159 1057 Clothing PU
90 25 00 00 00 A 31 4 Domestics Heal Potency 12 274 159 1057 Clothing PU
90 25 23 00 00 A 31 8 Domestics Heal Potency 13 206 159 1057 Clothing PU
90 25 00 00 00 A 30 7 Domestics Heal Potency 11 260 159 1057 Clothing PU
90 25 00 00 00 A 28 10 Domestics Heal Potency 12 214 159 1057 Clothing PU
90 25 18 00 00 A 29 8 Domestics Heal Potency 10 239 159 1057 Clothing PU
90 25 00 00 00 A 31 7 Domestics Heal Potency 12 233 159 1057 Clothing PU
90 25 23 18 00 A 31 8 Domestics Heal Potency 12 286 159 1057 Clothing PU
90 25 00 00 00 A 31 10 Domestics Heal Potency 12 215 159 1057 Clothing PU
Sorry for bad formatting, i'll use a .pdf next time.

For better understanding, this is how the data was collected :

1.) I've sorted all stat loot with CL 90 and a +25 mod on it. I made three bags of them : Jewelry, Clothing, Armor.

2.) I made all clothing initialbits with the domestics, all jewelry with the engineer and all armor with the munitions trader. I believe that there is a hidden bonus, if you use the "right" trader.

3.) I grinded up all bits with the right trader and i wrote down the used junk for each bit.

4.) All bits were stored in bags with numbers to remember which bit i used for each powerup.

5.) I made all powerups in a row with the right trader. As you can see, i got a lucky +29 block chance PU.

6.) I splitted my munitions bits and made weapon and armor PUs out of them to see if there is a difference.

Even with all this data collecting, sorting bits, naming bags etc. i was able to produce 11 +35s bits in 30 minutes.

My first summary of this data was :

More used junk = minor uses
Minor used junk = more ( high ) uses

Multi stat loot OR 3rd order powerbits = a chance to have more uses, not a guaranty.

Of course, here is not enough data to make this theory true. But it seems to be that this is one of the few unknown effects of reverse engineering.

vagrant
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Re: Reverse Engineering 101

Post by vagrant » Sun Feb 07, 2010 6:48 pm

Sorry for the necro-job but this doesn't appear to be covered.

Can you have more than 1 exotic modifier in a chest SEA?

Example:
RE Chance
Artisan Assy
Luck

Thanks for any input

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Savacc
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Re: Reverse Engineering 101

Post by Savacc » Mon Feb 08, 2010 5:07 am

vagrant wrote:Sorry for the necro-job but this doesn't appear to be covered.

Can you have more than 1 exotic modifier in a chest SEA?

Example:
RE Chance
Artisan Assy
Luck

Thanks for any input
Yes

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Re: Reverse Engineering 101

Post by Zimoon » Mon Feb 08, 2010 9:22 am

vagrant wrote:Sorry for the necro-job but this doesn't appear to be covered.

Can you have more than 1 exotic modifier in a chest SEA?

Example:
RE Chance
Artisan Assy
Luck

Thanks for any input
I have updated that paragraph and it is also scheduled for an overhaul. I have walked over the Beginners Guide for Traders and as soon as I am finished this is next to get some love.

Notice, there was a trailing "s" when I talked about Exotic Modifiers in SEAs 8) :P

Thanks for the question though, there are definitely room for improvements on the guide :D

/Zimoon

vagrant
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Re: Reverse Engineering 101

Post by vagrant » Mon Feb 08, 2010 4:13 pm

Thanks for the quick reply.

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Swedishoyster
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Re: Reverse Engineering 101

Post by Swedishoyster » Wed Feb 17, 2010 9:55 am

OK I've made quite a few 3 stat SEAs and stuff and are maxed in RE and the hardest part for me is always getting my hands of 3 stat loot, now someone in the guild "thought" you could make 3rd order bits with only 2 stat loot, been trying to find exactly how to go about doing that but can't really find a good guide how to make it?

so, if I have my 35 bits and loads of two-statted loot, what's the next step?
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cdquarles
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Re: Reverse Engineering 101

Post by cdquarles » Mon Mar 22, 2010 5:47 pm

I have made 3rd order bits using double statted loot. Make sure the double statted item has stats different from the one you put on your crafted item. Sometimes you have to do this more than once. Example: you make a +35 SEA with con modifier. Put this into the socketed crafted item, say an armor glove. Put this item and a double statted item, say a soft shirt with luck and agility on it. RE your bit into a 3rd order. Didn't work, repeat until you get a 3rd order.

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