Architect Archive

Thread: Mineral Mining Installation BER 10 Nerfed?

Auri
Thu Sep 02, 2004 7:29 pm
#1

Experimented to 97% with a BER6 LOMU and best I could get is a BER9! Even had 3 amazing successes. **edit**?


-Keo



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Auri
Thu Sep 02, 2004 7:37 pm
#2

Oops, I mean wiht a BER4 LOMU



~ Keo &Mystik ~
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Pawlin
Thu Sep 02, 2004 7:50 pm
#3

How high was the experimentation on your LOMU? The experimentation number matters, it is not good enough just to get BER4. It should be in the 90% range.




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Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

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Mulio1
Fri Sep 03, 2004 5:23 am
#4

Not nerfed. I made 7 BER 10 mining installations last night. LOMU was 95% and 90% on the final combine after experimentation. Oh was using really good resources as well, had one point left over.
Auri
Fri Sep 03, 2004 6:05 am
#5

Well I guess it was the LOMU. I don't recall what the experimental percentage was cuz I made them awhile ago. Thanks for the replies.


On another related note. How do you think a structure assembly +1 skill tape figures in this whole scenario?



~ Keo &Mystik ~
__________________________________________________
website:Home & Gear Depot
MasterArchitect &Smuggler
Smuggler's Cove, Naboo, Radiant -420, 5728

ZenDragonMLS
Fri Sep 03, 2004 8:45 am
#6



Auri wrote:
Well I guess it was the LOMU. I don't recall what the experimental percentage was cuz I made them awhile ago. Thanks for the replies.
On another related note. How do you think a structure assembly +1 skill tape figures in this whole scenario?





The skill tape? Probably had about zero impact on this.

Back to the LOMUs - just *ignore* the "rate" that they put in there - as you found out it is misleading.

When you make ANY "mining component" (e.g., LOMU, Turbo Fluidic Drilling Pump Unit, etc), experiment it as high as you possibly can (and use good resources, obviously), and then LABEL the object (or better yet - the schematic) with the final quality. For schematics I also code in the date. So you'll end up with something like "LOMU +97 0903". That way you never have to worry about what's going on with your assemblies - you will *know* exactly what you have.



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Pawlin
Fri Sep 03, 2004 9:25 am
#7






Auri wrote:

...

On another related note. How do you think a structure assembly +1 skill tape figures in this whole scenario?





Additional structure assembly points should help you get better experimentation results. SO you should see more Amazing Success and Great Success results if you have a bunch more assembly points. But this would not change the maximim % that you could get on any one line of experiementation cause thats determined by the quality of the materials. So if the max % is 95% with your materials then thats all you'll get whether you have80 structure assembly or 125 structure assembly. But if you had 80 structure assembly you'd probably see more frequent Moderate Failure or Good Success results during experimentation.


I doubt an extra 1 point would be noticable in any case.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Reegan
Fri Sep 03, 2004 5:45 pm
#8

Pawlin, I think your mixing up assembly tapes and experimenting tapes. Assembly tapes only help on the initial assemby roll, and since an amazing assembly appears to be the exact same as a great assembly, I don't feel it makes all that big a difference. It does cut back on the amount of non great/amazing assemblies so it isn't useless, just not worth going out and spending lots of credits to get. In any case I also agree that +1 isn't going to make a significant difference, unless you have quite a few of them around.
Pawlin
Fri Sep 03, 2004 6:18 pm
#9

The descriptions of the skills from the skill box in the game are:

Structure assembly - This skill mod determines the chance of succeeding when crafing structures

Structue experimentation - This skill mod directly affects how manyexperimentation points you receive when creating structures.


It doesn't explicitly say which one gives you more chance of better experiment results. But I'd interpret "succeeding" to include the quality of the experiment results. Thats just my interpretation though. Unless there is somthing somewhere that says explicitly how it works, then I think we'll only have individual interpetations and vagueness.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
RocketM
Fri Sep 03, 2004 7:17 pm
#10

Well the food that boosts experimentation skill expires every time you put in an experimentation point and click Run Experiment, but the food that boosts assembly will not expire until you do the initial combine of an item so I believe that's the only time assembly has any effect.
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