Architect Archive
Thread: New Experimentation... oh and armoires are fixed..
OK so guess I'm being thick headed... so whats the bottom line impact?
If I have low quality materials is it going to be possible to get better results? Or will it be harder?
The way im reading it this means no cap due to quaity. So where before if you had a few amazing succeses you might have extra points after exp due to hitting the hard cap you will now be able to push past that cap allowing a higher quality item with a lower quality resource.
Someone correct me if im wrong please.
Forget low-quality resources. The important thingwith this changeis that it will take all ten experimentation points to max one line. This means no hopper experimentation, not that a lot of people will care about that. But think of how many crafting professions will be hurt by this, and think of how worthless products are going to become relative to what they are now.
All you masters had better start what will soon become pre-nerf factory runs!
They should have made our experimentation points give us more bang for the buck. They did the opposite. The only people that will be happy about this change are those with 12 experimentation points, and they certainly didn't need any more of an advantage.
I've been on test center now for almost a week. Accordingly, I've just got this nov artisan/medic. He's done a couple of boxes in crafting for each, and this is what I've found for a newbie with just a few xp points:
- Critical fails for a newbie seem to be higher, or at least the same. I feel like critical fail is pretty common right now.
- Using very hum drum resources, with limited exp points, you don't get much bang for your exp buck.
Reports from a master WS on TC was that his best guns are now better than they were before, not worse. Like Dvnce reports, you can now get above the old hard caps. A savvy master is going to find ways to really use that to an advantage.
The closer your resource is to 1000 in the critical stat(s) the closer to the old 7% you are going to get. This means that using 950-ish resources like many architects use isn't going to yield a very significant difference in your ability to achieve max BER. However, if you used to use 900-ish resources and you aren't a master architect, you may not achieve max BER now. That, my friends, feels good to me. The master can, the dabbler cannot.
Also, and I can't prove this yet, but supposedly a master will crit fail far less often. That too is going to be a big boon for the master over the dabbler. Again, I cannot test this, as I'm not a master at anything, but I can tell you that right now, I'm sure glad I'm not wasting any "good" resources with all of the fails.
ElevenFortyOne wrote:Forget low-quality resources. The important thingwith this changeis that it will take all ten experimentation points to max one line. This means no hopper experimentation, not that a lot of people will care about that. But think of how many crafting professions will be hurt by this, and think of how worthless products are going to become relative to what they are now.
All you masters had better start what will soon become pre-nerf factory runs!
They should have made our experimentation points give us more bang for the buck. They did the opposite. The only people that will be happy about this change are those with 12 experimentation points, and they certainly didn't need any more of an advantage.
Bingo! Most crafters now days are having trouble grasping this concept (unlike 4 months ago when they brought it up--hmm most of us under psych. conditioning?). While that isn't so bad for us particularly since we have 1 and 1/2 line to experiment on and our resource categories have the full stat range (i.e. duralloy steel and kammris iron can go to 1000 in ut/sr/hr). Good armor forget it! Weapons--no variation on hams or range mods, because you won't be able to. I have +25 structure experimentation/+25 structure assembly, big whoop right, well it still is not as serious for us but it is critical for armorsmith/weaponsmith/meds/foods.
Padre
Wow - I only ever use Steel >970 (I have two stacks off about a million units in total, one comes to 971, the other to 978) and ore of >950. I normally get 97% on the OMUs with at least 3 or 4 points left to spend.I am so looking forward to this (especially if you can get a OMU to 7 on a 100% experiment
).
A couple of things I still wonder about......what happens if we use our standard chem filler of Lube Oil instead of UT/SR/HR based Polymer - will this have any effect on the final stats?, and what happens to the Master Armoires that have already been made (and those that have been sold)? Will the graphics on these change with the patch or will they remain the same and only newly crafter Master Armoires have the new graphic?
Manipulative wrote:
Reports from a master WS on TC was that his best guns are now better than they were before, not worse. Like Dvnce reports, you can now get above the old hard caps. A savvy master is going to find ways to really use that to an advantage.
Like a novice weaponsmith 0/4/0/4 can make an uber T21 or a novice armoursmith 0/4/0/4 can make a low HAM, high resist piece of composite? Yet a Novice Architect 0/4/4/0 can make a BER13 Heavy *sigh*.
Message Edited by StumanKadir on 03-03-2004 01:39 PM
StumanKadir wrote:
Like a novice weaponsmith 0/4/0/4 can make an uber T21 or a novice armoursmith 0/4/0/4 can make a low HAM, high resist piece of composite? Yet a Novice Architect 0/4/4/0 can make a BER13 Heavy *sigh*.
Message Edited by StumanKadir on 03-03-2004 01:39 PM
this is what the DEVS are trying to fix, but I agree with you.
Pawlin wrote:
No offense to dabblers but if you want to make the best then you should bea master.
Pawlin wrote:
Manipulative wrote:Reports from a master WS on TC was that his best guns are now better than they were before, not worse. Like Dvnce reports, you can now get above the old hard caps. A savvy master is going to find ways to really use that to an advantage.
OK this bit about the Weaponsmith getting better guns is reassuring to me. I was concerned that this change might be screwing up other professions that have a lot more things to spread around points on.However it doesn't seem like the impact will be too high for archiects as along as you are a master and you're using high quality materials. I think thats the case for most of us. Overall it does look like it will makedabbling in architect pretty impractical as far as making harvesters goes. Dabblers really shouldn't be able to get max BER, thats just not right. No offense to dabblers but if you want to make the best then you should bea master.
You should follow the large thread they are having on the Weaponsmith forums, it's not looking good for crafting in general, as that exceptional result is pretty darn rare. Not to mention that many weaponsmith resources are completely gated (Rhodium steel max conductivity 80, Plumbum max conductivity 100).
Padre