Architect Archive
Thread: Consolidated list of what's known about harvester experimentation
We'll see if the 100 experimentation points changes anything. Hopefully they won't make architects unique or at least one of the few crafters able to max out every important experimentation area just with master points. Most crafters cannot max out everything with their master points but must pick and choose what areas to enhance. With architects having only 1 area to experiment on basically it's actually bad to just let everyone hit the max in it. There's nothing to strive for and no hope of ever being able to say, "my stuff is the best in the galaxy" but instead must compete solely on price... exactly the situation architects were stuck in and miserable with for the first 3+ months of the game.
At the very least they need to change extraction rates to read in decimals and not whole numbers and make it so that you need 1000 UT and max experimentation to truly hit the max extraction. That way at least architects dealing in premium resources could have a chance at selling premium harvesters. Currently you can make max extraction harvesters using resources in the low 800's in stats which is way too easy.
frosted wrote:
I am finding that it's easier to experiment on materials with high malleability and overall quality. Correct me if I am wrong, but OQ decides how much starting % you get after crafting the item, Mall decides how well experimentation goes, and UT is a factor in deciding if you get a crit on the initial crafting...right?
Don't believe so... the only thing that I've seen that matters is the quality listed in the description. For example, repair and crafting tools both take conductivity only as their stat. Making them with a 994 conductivity item starts me out at 29% initial, and 9-10 experimentation points takes me to 99% almost every time. On the other hand, if I make them with a 712 conductivity but 100 OQ item, I still start at 18%, whereas it would be much lower if OQ actually determined the starting %. The only thing I can tell that determines that is some formula based on the stats lifted and the type of success you get (which is presumably based on the tool/crafting station/your skill).
I sort of doubt that there's hidden qualities in experimentation determined by undocumented stats, but of course I could be wrong. Then again, I'm primarily a tailor - 15 clothing experimentation points and NOTHING experimentable. Wish I could just move them over to architect points now. ![]()
After doing various experimentation with high UT and DR materials, we have to place some logic into evaluating what the devs have done in this patch.
The components used will directly affect certain aspects of the harvestor. I will use the medium mineral have for an example.
If you experiment to the max on a light ore mining unit you will achieve the highest rate of extraction as possible. If you experiment on the gen turbines you will reduce the power comsumption of the harv. If you experiment on the Small structure Storage Module/Structural Modulesyou will increase storage capacity. And then you can increase storage capcity again by experimenting on the harv itself. If you look @ the breakdown in the schematic for the harv, it will notify you what component does what feature on the structure. In this example we have:
Power Supply Unit = Generator Turbine
Ore Storage Unit = Small Structural Storage Module
Ore Storage Tank=Structural Module
Resource-handling System=Light Ore Mineral Mining Unit
These rules apply to any of the harvs, just read what the function is for each component, or use some common sense to figure it out :-)
You dont need that +25 tape to get to the 75% for the mining unit. If you use good material and do some long and booring experimentation series you can get up to 67% or 68% without a tape. Now if you get one more point of experimentation wich can add 8% for amazing and 7% for great success you will have your 75%.
This method of course will use up tons of good resources, since 6x amazing is very unlikely to archieve.
Ah yes and the extra experimentation point you will get when you have +6 structure experimentation.
Does anybody know if it is possible to get more than 10 experimentation points ? with tapes and the 100 structure experimentation from the next patch maybe ?
But afaik the max % caps out at 100% does it ?