Architect Archive

Thread: Question on experimentation

JasonK
Sun Feb 01, 2004 12:44 pm
#14






Songe wrote:
It's normal. I would suggest going to a research center city to craft, the difference was very noticeable for me. Then I suggest making crates of the packs, better waste 5times the resourcesto make 10+ good packs than 5 times the resources for one pack.






Good advice...but she already saidexperiments in a research center.



----
Blah, blah, blah.
Songe
Sun Feb 01, 2004 3:56 pm
#15

I have also found much better success with my droid than with regular stations, and I remember the DE I bought it from saying that she has maxxed the crafting station. The problem is that there is no way of knowing how good a crafting station is in a droid when you buy it.



------

Novice Lekku Stomper
Kazrath
Sun Feb 01, 2004 11:32 pm
#16

Enhance packs experiment differently than all the rest of the doctor crafted items.


For example. A great sucsess always does EXACTLY the same thing when using the EXACT same component when experimenting up a Solid Delivery Shell.


However On enhance packs It is different. it like instead of being just 1 of each type from crit fail-amazing there is 2 stages within each. I know that doesnt make much sense but in practice it works out this way.


For example: My current buff packs max out at 915 power.


First attempt for schematic: 8 total bubbles. Uses all 8, Great sucsess, 3 bubles remaining.

Second attempt Use all 8, Great sucsess, 2 bubbles remaining.

Third attempt ... Recieve Amazing.. still 2 bubles left.. exact same amount of hash marks used on previous great.

Fourth attempt. Great. 2 bubles left. Great. Maxes the 8 bubbles out.


(I'm not counting all the good sucsess and failures since they are rampant in the enhance packs because of the extremely high difficulty rating on making them)


But basically thats it.


Oh and a tip for newer doctors... BEC (bio effect controllers) are a 1:1 ratio. meaning if you experiment them to 20 power and 10 charges.. on the final combine it will add 20 power and 10 charges.


i would recommend experimenting on the charge side since uses :in general are much lower even if u loose 10 power your better off with 10 charges .. in 1 crate of 50 its lik ehaving 10 extra packs


good luck.
NHGLethos
Mon Feb 02, 2004 1:12 am
#17

I'm not using the high 40+ crafting stations, but 15 or so. and my crafting tools are top notch aswell. I even have research specilization in my city and i still have to try atleast 5 times before i get great/amazing success the whole way through.


I dont know of any other prof except maybe cm (i use to be one) that has that much trouble with experimenting.





,nnnnn[nnnnnaggggggggggggggggggggggggggggggggg}
****************Honour****************Trust****************
[ Lethos Talray ] - Light Jedi Master (RP) "The Old Man" - x2 Rebel Pilot - 157 Badges
[ Kathos Talray ] - Elder 12pt Medic -Rebel Pilot Trainee-
[ Lethos' Talray ] - Elder ShipWright
Expertise Calculator(s) - Jedi / BH
****************Loyality****************Duty****************

waijai
Tue Mar 01, 2005 11:53 am
#18

How many points do you guys all use for each experiment. I've been using 2 each time which seems to work okay. Just wondering how everyone else experiments.
sciguyCO
Tue Mar 01, 2005 12:04 pm
#19


Well, points spent per experiment affects a couple things.



  1. The "risk" of the experiment. Spending more points makes a sub-par success more likely. At Master, you are generally assured a "great success" (the norm for quality products) with 2-3 points. More than that makes "moderate success", just "success" or even "failures" more likely.

  2. The gain you get on a successful experiment. A great success adds 7 to the category per point spent. However, an "amazing success" adds 8 to the category per point spent. If you spend 7 points and get an amazing, that's the same as spending 7 points and getting a great, effectively buying you an additional point. This can be useful for chefs who don't have 12 points. But spending 7 points at a time is riskier.

  3. The complexity of the final item. Every item in the game has a base complexity. Every time you run an experiment, the complexity increases by 1. The factory time of an item is related to the final complexity (after experimentation), it's 8s * ( complexity + 1 or 2). So if you spend fewer points, you run more experiments, so the manufacturing time increases. This can be a major time increase if you run a lot of experiments on a large factory run.

Balancing the risk vs. gain vs. time is generally a personal choice. If you don't feel the need to maximize your return on amazing successes, and factory time isn't that big of a deal for you, spending a few points at a time is the safest way to go.


Personally, I usually do 4-5 points at a time, although for some items I need an amazing success to hit a particular stat value (say +25 Bivoli, or 50 fill vercupti) and still have enough points left over to spend in another category (to get 3 use Bivoli or >1000 buff vercupti).

Message Edited by sciguyCO on 03-01-2005 12:06 PM





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
waijai
Tue Mar 01, 2005 12:51 pm
#20

Wow that really explained it very well. Thank you very much. I was always a bit unclear as to how assembly was involved in crafting. I was always focusing on experimentation.
TyfoE
Wed Mar 02, 2005 10:41 am
#21

An example with experimenting on Vasarian Brandy.

1. I would start with doing four points into flavor which would - with my resources and an amazing succes - put my brandy to 45,5. I would keep trying until I get an amazing.

2. I would then drink some of my - self-crafted - Bespin Port, to max out the chance of getting an amazing succes in the next try.

3. I will then put the rest of my point (8) into nutrition, praying for an amazing succes. If I don't get an amazing, I would start all-over again - this generally takes 20-30 tries.

Summarizing:

- 4 points in Flavor :: Keep trying 'til amazing.
- Drink Bespin Port when getting an amazing.
- 8 points in Nutrition :: Hope for an amazing or start over.

This is also called an 'all-amazing schematic' - most top-chefs won't settle for less (not saying that you aren't a top-chef if you don't do this).



:: Tasty Snack åIncorporated ::
Tyfo, 12-point Master Chef at Tyfo's
(3322 -5630, Danevang Mall, Corellia)
Liart83
Wed Mar 02, 2005 11:38 am
#22

I spend all 12 points in 1 try i find that easier and tbh less time consuming execpt when the game refuses to give me an amazing




AMAZON
12pt BULLSHITER
12pt nOOb STALKER
REROLLING NEXT WEEK

FantasticPlastic
Wed Mar 02, 2005 3:02 pm
#23

I use my spreadsheet to work out exactly how many points I want to put into each element. Then I do each element in one go.

Most of my schematics require all 12 points to be "Amazing" results, so I keep trying until I get a good one.

If I need to put 8 points into Nutrition and 4 points into Flavor, I do all 8 points at once, and keep going until I get an "Amazing" on those 8 Nutrition points. Then when I do, I drink Bespin Port and put 4 points into Flavor.

It can be frustrating, sometimes it takes 20-30 tries to make a good schematic. Other times I can go for days where every food I make gets a good schem on the first try.

I usually drink Port on the second experimentation only, so as not to fill up on it too fast in case I have a run of bad luck.

The ones I don't make schematics from get made into singles and sold on my singles vendor.

O.



O.Foods Chef Vendor
(-3833 3510 near Theed) (-236 -5555 near Coronet)
Better than ever have you had your O today?
www.progressions.org - webcomics
Spark Tower Wilson's Silent Song - full color graphic novel
Flickr - photos and illustrations
Page 2 of 2