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6 January 2012 12 Comments

Slicing Profitability

As I posted a week ago, Slicing is still profitable post-nerf. It’s just no longer a license to print money, and has more risk involved.


  Mission Yield
Class Moderate Abundant Bountiful Rich
1 1.44 0.98   0.93
2 1.41 1.11   1.10
3 1.39 1.30 1.14 1.09
4 1.34   1.17  
5 1.44 1.22   1.44
6 1.18 1.21    

A ratio of 1.0 means that your rewards average out to equal the cost of the missions. A ratio of 1.2 means that for every 1000 credits you spend on missions, you will – on average – receive 1,200 credits from lockboxes.

From this we can see a few key things:

  • Moderate-yield missions score surprisingly well – this is usually because they’re very cheap to perform.
  • Equally, Rare missions aren’t worth doing for most classes (except 5). This is because they’re usually a huge increase in cost, and they often don’t pay much more than the lower-yield missions.
  • Class 1 and 2 Moderate missions are very profitable, but they’re fairly fiddly given that you have to tend to your companions every few minutes.


You can see the data set I accumulated in this Google Docs spreadsheet.

  • All Slicing missions were performed after the Patch 1.0.1 nerf.
  • All missions were performed at 400 skill.
  • All missions were carried out with companions under 1,000 Affection, and none of them had any bonuses to Slicing.
  • There were no mission failures. Some missions were crit successes; you can see these in the dataset with Large boxes listed as the reward.
  • The value of other rewards (schematics, augments, mission unlocks) were not included, only the credits from the lockbox.
  • Every mission was done 10-15 times, except unlockable missions. They’re included in the dataset for reference, but not included in the table.
  • Some missions are unrepresented: these are Imperial-only missions. There are some factionally-split mission pairs which are identical in cost and yield and time – I’m assuming their profitability is equivalent too.
  • There wasn’t enough data to say anything conclusive about unlockable missions. My suspicion is that they’re probably worth doing for the extra goodies, credits aside.

You may also want to take a look at this Google Docs spreadsheet (provided by pdxmarcos on the official forums) which has numbers on Average Credits per Minute. I’m not including that data in this post as it’s directly affected by companion affection, but you can find some useful numbers there.

12 Responses to “Slicing Profitability”

  1. Rolapin 6 January 2012 at 22:20 #

    Nice of you to share this test. I will start again to send my crew on rank 2-5 moderate missions.

  2. Agathorn 6 January 2012 at 22:24 #

    While I certainly appreciate this data, bear in mind it is skewed considering you have 400 slicing. Every mission was grey to you, or at least everything below class 6. These results would be valid for an already leveled slicer, but if you are leveling the skill you will not have the same averages, because you will fail missions.

    Just something to bear in mind.

    • Siha 6 January 2012 at 22:32 #

      This is true, and I did point that out in the methodology section. On the other hand, it’s certainly possible to apply these results while levelling – just make sure to avoid orange and (to a certain extent) yellow missions and the chance of failure will be pretty small.

      Most of the people crying “woe is me slicing is broooooooooken”, particularly on the official forums, are at Slicing 400 anyway – or so they say.

  3. Vrykerion 7 January 2012 at 03:30 #

    At least while leveling, I find the nodes to be far more useful than the missions. I can see how that doesn’t help avid PvPers who just want to send out companions and reap large benefits while they play Huttball, but lest we forget it IS a gathering skill, not a mission skill.

    However, you can also bolster any losses from failed missions or subpar results by just running around and grabbing nodes since they have no initial cost to them. I find that Coruscant, Nar Shadaa and Hoth are great for this so far.

    • Hawk'eye 31 January 2012 at 21:31 #

      I find that if weather you are empire or republic going to your opposite fractions heroic or non H questing areas on voss or alderaan there are a huge amount of nodes to be had :D

  4. Trask 9 January 2012 at 20:27 #

    So what’s the most profitable when you take mission duration into account? For example, can you do enough grade 3 missions to offset the lower credit values?

    • Siha 10 January 2012 at 00:36 #

      I haven’t run numbers on that myself yet, because duration is so heavily affected by companion affection. There are some credits-per-minutes values in the other spreadsheet I linked at the bottom of the post, and when I get a chance I’ll incorporate a profit/time ratio into these calculations too.

  5. Njessi 10 January 2012 at 02:51 #

    Yay! I am glad you posted this. I always try to remember what the cost was to send out a companion, but by the time they get back, I have forgotten. However, cash is cash. Far easier than getting back materials that need to be sold on the Galactic Auction Something.

    • Siha 10 January 2012 at 04:53 #

      Yeah, I found it really hard to intelligently analyse whether slicing was making a profit or not until I actually started writing things down. Like you, I’d always forget how much I’d spent on them by the time they came back.

  6. Jame 31 January 2012 at 18:37 #

    I’ve been tracking my own results, and while I have many similarities, there are a few differences that jump out.

    It appears that the “rich” missions get their value from the dramatic critical successes. However, I don’t think you can’t accurately evaluate the crit rate from a sample size of 10, especially when different missions may have different chances of a critical success. Both the alternate spreadsheet you linked and my own successes show a much higher value on the lower-level rich missions than you found.

    It seems like the rich missions also have a higher chance of having bonus items (missions or schematics) futher enhancing their value. However, I don’t have enough data to say this with confidence.

    From my very limited sample, the slicing unlockable missions have not been cash-profitable.

    • Siha 31 January 2012 at 20:41 #

      Thanks for the feedback, Jame. I agree that the Rich missions seem to be a better bet than they look on paper, and in fact lately I’ve been running nothing but class six missions to try to get top end mission unlocks for my other crafting professions anyway.


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