Architect Archive
Thread: Question about experimentation
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
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
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?
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.
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....
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.
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.