Architect Archive
Thread: Question about experimentation
DarkDemonKnight
Sat Jan 22, 2005 6:22 am
#53
I tried using 1 at a time and seem to have better luck at success then using 2 or 3 at once.
bontac
Sat Jan 22, 2005 9:03 am
#54
I agree. I am a new Armorsmith but when i was a weaponsmith I use to use 1 at a tim. It seemed as when i used 2 to 3 a time I would get better results.
Atos Reshi
Master Armorsmith / Master Merchant
<DoD>
Flurry Galaxie
sciguyCO
Mon Jan 24, 2005 2:39 am
#55
{this is more a general crafting question than armorsmith specific, so I think I'm ok posting here.
}
The number of experimentation points used at once affect a few things:
- "Risk" of the experiment. The more points you spend, the less likely you'll get a "great" or "amazing" success. For most crafting professions, a Master normally gets great successesif they spend around 3 points at a time (this seems to be the max to remain at 0% risk).
- "Reward" from those occasional "amazing successes" when experimenting. Most crafters only accept "great" experimental successes when making items for sale (though feel free to correct me if this doesn't apply to AS). An great success increases the experimental category percentage +7 per point spent. An amazing success increases the category +8 per point. And it seems that your odds are better on getting one amazing success spending 6 points than getting two amazing success in a row, each time spending 3 points. So if you want to maximize the quality of your item, one way to go is to spend a lot of points, and if you don't get an amazing throw it away. This can get tedious (especially if you're using up components), and isn't really recommended for items using looted components.

- Complexity of the item. Each time you run an experiment, the complexity of the item increases by one. Each +1 to the complexity increases factory time 8s per item. So while1 point at a time is safest, it will make for longer factory runs. This was added in around publish 10 or 11 (before that the factory time was always based on the complexity before any experimentation).
::edited to fix a typo::
Message Edited by sciguyCO on 01-24-2005 09:22 AM
Okram2k
Mon Jan 24, 2005 3:58 am
#56
sciguyCO wrote:{this is more a general crafting question than armorsmith specific, so I think I'm ok posting here.}
The number of experimentation points used at once affect a few things:
- "Risk" of the experiment. The more points you spend, the less likely you'll get a "great" or "amazing" success. For most crafting professions, a Master normally gets great successes if they spend around 3 points at a time (this seems to be the max to remain at 0% risk).
- "Reward" from those occasional "amazing successes" when experimenting. Most crafters only accept "great" experimental successes when making items for sale (though feel free to correct me if this doesn't apply to AS). An amazing success increases the experimental category percentage +7 per point spent. An amazing success increases the category +8 per point. And it seems that your odds are better on getting one amazing success spending 6 points than getting two amazing success in a row, each time spending 3 points. So if you want to maximize the quality of your item, one way to go is to spend a lot of points, and if you don't get an amazing throw it away. This can get tedious (especially if you're using up components), and isn't really recommended for items using looted components.
- Complexity of the item. Each time you run an experiment, the complexity of the item increases by one. Each +1 to the complexity increases factory time 8s per item. So while 1 point at a time is safest, it will make for longer factory runs. This was added in around publish 10 or 11 (before that the factory time was always based on the complexity before any experimentation).
HOW DARE YOU!
you're welcome to post here all you want
Shambler9
Mon Jan 24, 2005 6:25 am
#57
I have found that dropping 5 points at a timeseems togive you a extra point if you get an amazing in a situation where you are doing one bar.
So Like layers, 5 points in the bottom bar will give me 10% if its an amazing opposed to 9%
5 Points in the middle bar seems to provide me one more point to use that can be utilized in either the ham or special that i would not have had access to if doing point by point.
Also cutting half the single experimentations out the layer takes less time to manufacture. These two factors cause me to always do 5 points first. the rest are less important as to weather they are amazing, as long as they stay great.
Pretty much what zaphb said --
sciguyCO
Mon Jan 24, 2005 9:23 am
#58
zaphb wrote:
Welcome mister chef corro :-)
You are correct on the most part except for the little double amazing typo. it should be great succes gives 7% and amazing 8% (small stuff really :-)
/innocent What typo?
.....
That's what I get for trying to be coherent at 2:30 in the morning.
Yrab65
Mon Jan 24, 2005 10:00 am
#59
Thanks for your input people.
And by the way. God I'm looking forward to the new factional armours!
Paragain
Wed Jan 26, 2005 11:59 am
#60
Hi, I looked around the forums and couldn't find anything about this.
I was wondering how experimentation percentage stacking works.
Am I able to have FS experimentation, be in a research center, and take experimentation food and have them all stack?
If not which one will work.
Guruweaver
Wed Jan 26, 2005 12:14 pm
#61
Paragain wrote:Hi, I looked around the forums and couldn't find anything about this.I was wondering how experimentation percentage stacking works.Am I able to have FS experimentation, be in a research center, and take experimentation food and have them all stack?If not which one will work.
The percentage chance of success stacks. That is:
Chance of success = Experimentation Skill + FS Experimentation + Research Center + Bespin Port + Tool Quality + Crafting station quality
More or less.
What they won't do is give you that many more experimentation points, but the chances of "Amazing Success" will improve.
Guru
sciguyCO
Wed Jan 26, 2005 12:41 pm
#62
For experimental success, it follows what Guru laid out.
For experimentation points, it goes like this:
# of points = ( Experimentation Skill from boxes + Experimentation mod from SEAs ) / 10
FS crafting, research center, and bespin port do not give you more points to spend.
I've seen some scattered reports about Port/FS/Research bonuses not stacking, but nothing really firm. The intention is that they stack, though.
Lunariel
Wed Jan 26, 2005 3:10 pm
#64
Experimentation is divided into 2 parts. Success Rate and Roll.
Success rate:
1) Experimentation Skill including skill clothes. Any possible cap is unknown.
2) Mallability of the resources used. (Higher MA is better)
3) Number of experiment points spent in each attempt. (Fewer is better)
1) Experimentation Skill including skill clothes. Any possible cap is unknown.
2) Mallability of the resources used. (Higher MA is better)
3) Number of experiment points spent in each attempt. (Fewer is better)
Roll:
4) Being in a Research City.
5) Drinking Bespin Port.
These doesn't seem to affect the success rate, so they may only be used on the roll:
6) Crafting Tool Quality.
7) Crafting Station Quality.
Unknown (I have no experience with FS, but logically it should affect the success rate):
8) FS experimentation.
By their very nature Success Rate and Roll stack since they are basically added to produce the result. Within each part; 1, 2 and 3 stack. I don't know about 4 and 5. 6 and 7 is too low to measure.
Good success rate makes higher results more likely. Good roll does the same and reduces critical failures too.
Lunariel
Animi
Thu Jan 27, 2005 7:11 am
#65
Lunariel wrote:
Success rate:
...2) Mallability of the resources used. (Higher MA is better)
...
Don't think that's true. Where did you hear this?