Architect Archive
Thread: +11 exp points do alot of diference?
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Joao-Albano
Wed Jan 28, 2004 12:40 pm
#1
Well i have +11 structure exp, i know that just gives just 1 point and know inset of the 10 points i have 11, what diference is this going to give me? Can i do heavy BER 13 withmore "**edit**" resources? Or... ?! what i'm going to notice in another having 11exp points..
Thanks for the help..
ZenDragonMLS
Wed Jan 28, 2004 12:58 pm
#2
With 10 points of experimentation and very good resources, I usually make BER13s with 2-3 points to spare and put them into hopper size (and then I make a schematic immediately).
To me, another 1 experimentation point could:
- give me another 1 point to put into hopper size
- allow me to use *slightly* crappier resources (more on that in a minute) and still have a chance of hitting BER13
- allow me a *slightly* better chance of still making BER13 after a "good" result (instead of great/amazing)
A comment about the resources - the quality of your resources determines the *maximum potential* of your finished products. So if I have resources that show that they *could* hit 92%, then thats the best I'll ever do - even if I had 100 experimentation points. So if you need a specific percentage (e.g., 87%) on the final combine to hit BER13 (it will depend on the quality of your mining component), then you can NEVER use resources that would give you worse then 87% and still hit BER13.
And since there seems to be a base chance to get a critical on any experimentation attempt, I use my experimentation points in big gulps (6-8 on the first one), so if I get a "good" on that I'm probably not going to make it to BER13, even with one spare point.
So will it help you? Probably. Will it help you enough that you will alter how you operate? I don't think so. I think it's a bit of "insurance" and will give you slightly better results in the long long run. Remember that we have very gross level "breakpoints" - once you hit BER13 that's it. It's not like a Weaponsmith who can squeeze out another 3-10 points of damage with another point.
To me, another 1 experimentation point could:
- give me another 1 point to put into hopper size
- allow me to use *slightly* crappier resources (more on that in a minute) and still have a chance of hitting BER13
- allow me a *slightly* better chance of still making BER13 after a "good" result (instead of great/amazing)
A comment about the resources - the quality of your resources determines the *maximum potential* of your finished products. So if I have resources that show that they *could* hit 92%, then thats the best I'll ever do - even if I had 100 experimentation points. So if you need a specific percentage (e.g., 87%) on the final combine to hit BER13 (it will depend on the quality of your mining component), then you can NEVER use resources that would give you worse then 87% and still hit BER13.
And since there seems to be a base chance to get a critical on any experimentation attempt, I use my experimentation points in big gulps (6-8 on the first one), so if I get a "good" on that I'm probably not going to make it to BER13, even with one spare point.
So will it help you? Probably. Will it help you enough that you will alter how you operate? I don't think so. I think it's a bit of "insurance" and will give you slightly better results in the long long run. Remember that we have very gross level "breakpoints" - once you hit BER13 that's it. It's not like a Weaponsmith who can squeeze out another 3-10 points of damage with another point.
Meplorium
Wed Jan 28, 2004 6:16 pm
#3
It does actually. Right now I have 12, but I was opperating with 11 for a while. There were a few harvesters that had a moderate or failure durning experimentation that I was still able to hit 10 or 13 with that extra point. I will tell you that is a rare case and that extra point gives you maybe 1-5k more hopper size, or basically not a noticable difference. I wouldn't pay millions to get extra points as you'll never make that back, even saving a few harvesters from the low list price doom.
One note, my first experiment I do only 2 or 3, any more and you get a failure, the harvester is junk. If you do just a couple on the first go and get a failure, usually you don't drop all the way to 0% and can work it all the way back up to full BER with that extra point or two. The hopper size won't be as good of course, yet I still list those at full price and never get a complaint, no one looks or cares. This is both a good and bad thing, when you are making the best harvesters in the galaxy with that extra hopper size, no one notices. So it goes both ways on you.
Niklesnitz
Thu Jan 29, 2004 7:30 am
#4
also have to remember the QL of the materials determines how many experimentation points can be used. Good materials will allow you to use 7 to 10 points in one bang. If you use materials that only let you use 5 points, then most likely you will never get to use your extra point to help you get the highest BER.
So, as others have said, it should help you get extra on that hopper and may bail you out from time to time when your experimentation falters, but this isn't a game breaking thing.
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