Architect Archive

Thread: Question about experimentation

Guruweaver
Thu Jan 27, 2005 7:15 am
#66



Animi wrote:


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?



Actually, I've heard that too, but I cannot recall where.

Guru



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EnigmaBSc
Thu Jan 27, 2005 8:02 am
#67


Animi wrote:


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?



I believe it originally came up at the fan fest. Malleability of resources seems to directly affect the "risk" indicator on the right while crafting, but the effect is so low it cannot be seen at Master level (or probably a level or two below). Pop on to Test Center and pick up novice artisan and try crafting something with high malleability materials vs low malleability materials and check the risk indicator for each. You may have to pick up a level or two to see the effect, but it does exist (or at least it did last time I tried it).

EnigmaBSc
Lunariel
Thu Jan 27, 2005 2:24 pm
#68


Just like EnigmaBSc mentioned, you can see the MA's influence by looking at the risk 'meter'. This meter is the chance of getting some kind of failure from your success rate. You can only see it with fairly low skill, so testing is best doneat novice. (If none of the resources has MA, it is calculated as 0.)


400 MA equals 10 experimentation skill. And every 2 extra points spent also equals losing 10 in skill.


A 100 skill Master using resources without MA and spending 7 points will have the same success rate asa 50 skill crafter spending 1 pointusing 800 MA resources.


Lunariel
Aerec_Krouse
Tue Jul 26, 2005 8:48 am
#69

Well.. more me not being able to put my finger on a particular issue tbh...

Have been crafting detonation modules > Combat capable CLuster > adv R3 using top rated resources on my server for a max of 57 power. This was going great until last weekend, just after the last publish. I am now getting a maximum of power 56 using exactly the same resources, same crafting tool/station and the same level of experimentation. The only difference is that I tried out some Bespin Port and Pyollian Cake from time to time while experimenting the detonation modules.

I know that the percentages make a difference, I'm wondering if somehow they got altered. "I is confused atm" - was there soemthing in the publish notes I didn't notice? Or is the experimentation bug being experienced by WS atm rolling over to all crafting profs and affecting my results?





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Straker_Atrella
Wed Jul 27, 2005 3:36 pm
#70

Detonation modules are one of those Modules that can be tricky, Harvestors is another.


The following is not 100% proven, but it is strongly believed to be true by many of us who have tested. I have seen the results pan out quite often.


First, when you look at a module, and it is say 9 det power, it really has hidden decimals, it may be 9.22 or 9.75. It looks like it is a pretty close conversion to is it is say 97%, then it is about 9.7x. That is what I have seen at least, yet you cant see the second decimal.


What can happen is Food, Drink, or an Amazing assembly can push those decimals up, you just can't see them.


For example, 9.50 modules will hit a 57 rated droid. However, if those modules slide a little to 9.49, then you end up with a 56 power droid.


My advice is get an amazing sucess, then burn the schematic, then stop the factory after 6 modules are made, assemble them, then either make a new schematic, or let the factory run.





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Eutom
Sun Jul 31, 2005 5:09 pm
#71

Well, Ill take a shot at this.



I never experiment on damage during sub components, unless like I know I'm gonna be 1 pt from damage cap and I want to call it a capped weapon, then I might put a pt into damage on a sub component. Otherwise, cap sac, then go into speed.


On final combines I will experiment on damage, then sac. 12% speed slices seem to be the norm, and people have speed attachments on their armor, so Max Damage on final combine and sac on subcomponents works well for me.


Hope this helps....





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Moebius01
Sun Jul 31, 2005 5:44 pm
#72

This helps VERY much.. thank you!


Quick follow-up question... when you say "cap SAC"... is there a hard cap on the SAC value per comp, or do you just mean experiment in that line until I have no more open exp boxes left?


Thanks for the help!



------Moby


<<-- Former Chef and Weaponsmith -->>
Currently on hiatus until Crafter improvements are made

--Two accounts cancelled.--
jaygar
Sun Jul 31, 2005 8:25 pm
#73






Eutom wrote:

Well, Ill take a shot at this.



I never experiment on damage during sub components, unless like I know I'm gonna be 1 pt from damage cap and I want to call it a capped weapon, then I might put a pt into damage on a sub component. Otherwise, cap sac, then go into speed.


On final combines I will experiment on damage, then sac. 12% speed slices seem to be the norm, and people have speed attachments on their armor, so Max Damage on final combine and sac on subcomponents works well for me.


Hope this helps....








I whole heartily agree..... I go SAC then speed on sub comp. and thenDamage and SAC on final. However I've been tending to cap sac first on the final if I know I can't cap both.....reason being is I can get a damage slice for sure now and I can't get a SAC slice. There are SAC PuP's but there are also damage ones so.


Just watch how close you are to your caps because you don't want to be one point away from a cap and wait a Exp point on it when you could put the point into something else and get more out of it, that would be the only thing I would say as far as any level you want to Experiment to. If your real close...put the point somewhere else. Good luck and if I ever become chef I'll look you up.....LOL.





Jaygar


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AvramV
Mon Aug 01, 2005 2:51 am
#74






Moebius01 wrote:

This helps VERY much.. thank you!


Quick follow-up question... when you say "cap SAC"... is there a hard cap on the SAC value per comp, or do you just mean experiment in that line until I have no more open exp boxes left?


Thanks for the help!






Yup...there is a sticky somewhere that lists them. In general I THINK it is something like pistols :65, carbines: 75, Rifles: 85.


Yeah something like that.






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Moebius01
Mon Aug 01, 2005 11:13 am
#75

hehe no I saw that, what I meant was PER sub-component.. for example... last night while crafting a few Krayt Hi-Cap Scatters (somewhat disappointed with results I must say)... I noticed that I could never get my Adv power handlers down past -8 on SAC... but the Barrels I could get down to -9. Once I got to -8 though on the ABPH's... if I put any more exp points into it they were wasted.... sucessful attempts but I would not go any further down.


Oh and here's another oddity... for EACH Scatter I crafted last night... I got a msg saying something to the effect of "You are attempting to craft an item with an invalid percentage" yadda yadda... and that it was reducing it to appropriate levels.. something to do with wound % I beleive. Bizarre! Last night was frustrating... I could only ever get my hi-caps up to 904 max dmg... with 81-83 SAC or so... Want to reach CAP damnit!!



------Moby


<<-- Former Chef and Weaponsmith -->>
Currently on hiatus until Crafter improvements are made

--Two accounts cancelled.--
Eutom
Mon Aug 01, 2005 5:56 pm
#76

i need at least a 170dmg tissue to cap a scatter.



- = Eutom Extre Armorworks = -

Primus Layered RIS Battle Armor 6509K/6509E -6.5m a suit
Primus Layered Faction Armor 6509K/6509E - 3.0m a Suit
Kinetic Layered Assault Armor 8190K/3810E - 3.0m a Suit
Kinetic Layered Reb Assault Armor 8190K/3810E - 3.0m a Suit

Vendor Drop-off 575, -4280 Dearic, Talus

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