Architect Archive

Thread: Question about experimentation

Kav
Wed Feb 25, 2004 9:31 am
#27

spice experimentation, grants your tool experimentation.


but it doesn't matter anyway. 99% tools are equal to 0% tools in performance.







Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
ouselyd
Wed Feb 25, 2004 9:33 am
#28

For one, (this is a huge can of worms), the % on the tools means nothing. Well at least the general
opinion at the moments is that. I've gotten high slices from 0 % tools and low slices form 99 % ones. Its all random IMHO.


And secondly if you absolutely must experiment, go up the spice tree. Thats where our experimentation comes from.

ouselyd
Wed Feb 25, 2004 9:37 am
#29

I haven't moved my harvestors in ohh about 5 months...


Any old crap will do the trick from knives>clamps>WUKs>AUKS>Spices all are created equal with any resources you can scrounge.


Look for people selling "grind quality" stuff for cheap if you dont harvest.



Kav
Wed Feb 25, 2004 10:16 am
#30






m4xhedr0m wrote:
So why does everyone put 99% on thier tools and does this mean i can use any crappy resource to make my supplies??





on wuks and stuff, alot of weaponsmiths just do not know it means nothing, they are used to needing the quality. Some other folks think they can get a few extra creds off thoes who do not know. I have used 99% tools, I have used 0% tools. sliced the entier range regardless, and saw no significant trending.


and ya use any old stuff to make your tools.





Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
DrevenStrobe
Wed Feb 25, 2004 10:41 am
#31

BTW: Since nobody else has pointed this out yet...


The 99% number is dependent on the Conductivity value of the resource you're using. Most everybody prefers to use some sort of copper. There was a nice copper that popped on several servers not too long ago that had a 1000 conductivity value...(meaning it was theoretically possible to have 100% effective clamps, knives, etc.)


You'll only experiment up to whatever the conductivity value lets you experiment though, so a 550 conductive copper will let you experiment to 55%, 700 = 70%, 280 = 28% , etc...



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SpinningCloud
Wed Feb 25, 2004 10:59 am
#32

Ouselyd,


It's not JUST the opinion of the moment. It's been the opinion of MOST smugglers since live.


So far none of those that claimed otherwise have proven a thing.


Resources and experimentation make NO difference on WUKs, AUKs, knives, nodes or clamps.




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ouselyd
Wed Feb 25, 2004 11:15 am
#33






SpinningCloud wrote:

Ouselyd,


It's not JUST the opinion of the moment. It's been the opinion of MOST smugglers since live.


So far none of those that claimed otherwise have proven a thing.


Resources and experimentation make NO difference on WUKs, AUKs, knives, nodes or clamps.







Yeah I know, I'vebeen following this forum for about 6-7 months


I just didn't want to give the impression that is fact, beacuase this has been highly debated and still no official DEV response.


Maples_
Mon Apr 05, 2004 5:54 am
#34

I am new to DE and want to know what each experimentation choice gives your overall product. Which should Iselect to experiment on? If this is answered in a faq just point me there.






In game: Maples or Koschei

overbyte
Mon Apr 05, 2004 6:18 am
#35

and what stage does experimentation affect your final product? Does experimenting on the chassis affect it?



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Jenden
Mon Apr 05, 2004 9:44 am
#36

I believe its in one of the faq's stickied to the top of the board, but here's the short version. Experimentation is used on combat modules to give you more damage and effectiveness of the final build of the droid for higher HAM. There is some evidence that experimenting on overall quality on the final build will give more damage, I don't have specifics on that though. You can experiment on the other level 1-6 modules in order to make lower level modules act as slightly higher level modules, but they still cap out at the level of a normal level 6.

Message Edited by Jenden on 04-05-2004 09:45 AM



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geminni
Tue Jun 01, 2004 8:07 pm
#37

What determines the baseline experimentation for a master weaponsmith? When I see smiths stating they are +23 weapon exp. is that +23 additional exp in skill tapes or including what they get for mastering weaponsmith? Where can I begin to get some tapes for smithing? I realize I'd have to buy them so anyone out there able to suggest a good vendor or place to try to loot them? What number tape should I bother getting, ie. spend cash for a +1 or hold out for a +3 +5 ect. Any help would be appreciated.


Geminii
omif
Tue Jun 01, 2004 8:11 pm
#38

highest you can get is +12 experimentation

now how you do that is up to +10 counts as what it is. to get +11 you need to have +10 in experimentation skill tapes. to get +12 you need to get +20 in experimentation skill tapes



v Omif v
i Master Rifleman i

Resource Expo 5 N Main Brenn Naboo
TulThams
Thu Nov 04, 2004 5:06 pm
#39


Sup guys, Search is clogged up ATM, and I can't find anything about this in the stickies, so quick question:


I'm 1044 LS, with Synergy II as well for channel. Now that I've got Tech IV, I should have more experimentation points. Question is, what do I put them in? Damage? Or efficiency? I've got a -8 dam. 11/11 crystal to grind with, with a -7 5/5 ready to go after that goes out, so I guess I just need to know which is more effective, and not a "waste" of experimentation points. Thanks in advance.



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