Architect Archive

Thread: Experimentation Method

FreeEnterprise
Wed Feb 18, 2004 2:12 pm
#1

When deciding how many experimentation points to use on an attribute what is your method?

I usually do the first experiment with 5 points, the second with 3 and after that as small of steps as I can to have as many experimentation points left over for storage as possible.

I often wonder if it would be less likely to crit if I used more points in less attempts, or more likely. Any speculation on this?



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ObisamKenobi
Wed Feb 18, 2004 4:18 pm
#2

I always do 2 at a time if I know I will not have problems with it otherwise just one at a time.
GenChaos
Wed Feb 18, 2004 4:23 pm
#3

If I fail an experiment, the item gets 'practiced'. It doesnt matter whether I fail with one point or with all points. THerefore, to reduce the posibility of failures, I always max the number of points in one stat, then if there are any points left over, I repeat with another stat. Works pretty well.
Pawlin
Wed Feb 18, 2004 4:49 pm
#4

I usually use all the experimentation points that it will let me for the first try. Then if I need to I'll drop in another 1-2 points.


I don't know why I do it that way, may be just cause its quick. I also figure that if you do it 1-2 points at a time then thats just giving more chances to hit a crit failure. If the risk assessment seemed to work correctly then I might not do it this way. My experimentation results don't seem bad to me so I haven't changed./shrug






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Tweaky
Thu Feb 19, 2004 3:04 am
#5

When making Harv schems, I use 3 then three, then one at a time until BER is maxed. Then the remainder of points in hopper all at once.


When making mining unit schems, I fill the bar until it stays full. (fewer clicks =less factory time to run them off).


When making other stuff that has useless experimentation, I just fill the bar however seems groovy at the time. I experiment on this stuff solely because of prepatch fusions...you never know when that hidden quality will come to the surface.



Alyxi Qulnen
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Bandola
Thu Feb 19, 2004 3:26 am
#6






Tweaky wrote:


When making mining unit schems, I fill the bar until it stays full. (fewer clicks =less factory time to run them off).






That is interesting Alyxi, have you conclusively tested that or is it just supposition ? Factory time had seemed to be tested and proven that each item took 8 * original complexity seconds, but you are stating that it is 8 * 'final' complexity perhaps ? (We know that experimenting increases complexity of an item).


Funnily enough I thought I saw the factory time on my walls increase from 120 secs to 200 secs per item (I always experiment them on the offchance, same as you), but I figured I must be mistaken. Maybe it works that way on some things and not others ? The original test was done on light omu's by Joska, here are the results:


Item = Light Ore Mining Unit
run: BER Orig/Final, Exper Efficiency % Orig/Final, Complexity Orig/Final, time per unit
1:2/4, 27/77, 13/23, 104
2:2/3, 27/71, 13/15, 104
3:2/1, 27/00, 13/14, 104
4:2/4, 27/94, 13/15, 104
Therefore, we can conclude that only the original schematic complexity plays a factor and not the items's final experimented complexity. And the equation of time(secs) = 8*[orig complexity] is correct.


Maybe it should be tested again with a variety of items?






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Tweaky
Thu Feb 19, 2004 5:12 am
#7

Hmm, will have to check. I noticed it with a few items with Arch, and also with my Doc alt, so figured it went for everything. But it may have changed, or as you say, could be different based on item. Now that I think about it, I havent noticed an item having a varied run time in a while....I just assumed it was because I am consistent with my experiment methods, but it may be that the varied times were a short lived thing, and I am behind the curve .



Alyxi Qulnen
Master Architect and Pistoleer
NW of Moenia, Naboo. 4291, -3755 (new location) on Chilastra
Architect Moderator, SWGCraft.com
Bandola
Thu Feb 19, 2004 6:05 am
#8

This is why I like being an architect, the community is so friendly and helpful )


I will also see if I can check this out on a few different items over the next few days and we can compare notes.






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d0qtrX
Thu Feb 19, 2004 8:55 am
#9

I have tried the two-point method and it jas just frustrated the hell out of me. You drastically increase the comlexity which increases the crafting time. Also, you expose yourself to that many more rolls and stand to get more critical failures in experimentation.


I max 1 bar and experiment. If I want more, I'll max it again.


If anything's left, I'll dump it in somewhere.


ZenDragonMLS
Thu Feb 19, 2004 10:51 am
#10

I use 6-8 points in the first experiment, such that an "amazing" will get me 13. If it's a "great", then I pop another 2 points in to take it to 13 and then move on to hopper size. If I get a "good", I figure I'm screwed anyway with a BER12. I'm of the school that says "if there is always a 'floor' to the chance to CF, then the more clicks you make the higher the chances that you'll get one CF in the batch".

But once I make a 13, I make a schematic, so I don't do this all that often anymore.



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Bandola
Thu Feb 19, 2004 1:12 pm
#11

I use 3 at a time, when experimenting harvesters I know that I should increase by 1 BER with 3 and this way I can track it.

(edit) Oh, and I do not seem to get many criticals/moderates, I have no idea if it is anything to do with this, but I am sticking with it just in case.

Message Edited by Bandola on 02-19-2004 12:14 AM




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Manipulative
Thu Feb 19, 2004 3:27 pm
#12

Interesting responses from my contemporaries. On a medium or heavy, I always do 2 at a time.
This is why I do 2 at a time: If you do more at a time, it will be imposible to get Max-1 as a final result. Max-1 is still sellable. Max-2 often is not.


If you crit fail on the first experiment with 3 or more pts spent, you will end up with a BERMIN harv. Those must always be junked as useless. Wasting 7 walls to a crit fail and just junking it seems like bad business to me.


Finally, it's my belief that whether I do the experimentation 1 at a time or 10 at a time, the same number of success/fail rolls still occur. The result is simply "multiplied" together, where I consider a crit fail as a zero, a fail as a 1, and successes as greater than 1. If you do 10 pts at once, and any 1 of them isa crit fail, the whole thing is a crit fail. If you do 10 pts, 2 at a time, and crit fail on 1 of the 5 goes, you still have 4 success to offset the 1 fail. You won't get max BER, but you won't get min either.


If I ran more complete harvs in the factory, I might be tempted to experiment differently, but I make 90% of my harvs by hand. When I make OMU's (and such) I do them 3 at a time, because I'm going for a schematic, and feel the risk of having to do it a second time is tolerable.

I would do my experimentation 1 pt at a time, but it's too tedius. With my materials, I normally get max BER after 4 rounds of 2 pts at a time. I then waste the final 2 pts and create prototype. I used to experiment the hopper, but a crit fail there lowers BER by 1 pt.Since no one cares about hopper size when they buy,I don't risk it.


I do all of my experimentation in a research center (city), and I have noticed a difference in experimentation results from crafting in my city versus prior to the city gaining that title.




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Stargzrrag
Thu Feb 19, 2004 3:36 pm
#13

I start with one or two, because if i crit fail i can one or two my way to a BER 13 anyway. I can take a ore mining unit at 6 and a bunch or crap and get a 12 everytime. The only steel I have right now has SR, HR and UT all in the 800's and I still get 13's.


If you start with a one or two and it is succesfull you can salvage a decent end product even after a crit fail.


If it is gonna be a throwaway i don't even practice it, i just hit esc and trash the resources. That way i don't have to wait for my tool to run the timer, before I can use it again.


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