Architect Archive

Thread: Theory about impact of tool/station quality

Pawlin
Thu Apr 22, 2004 10:49 pm
#1

Ok, SO Thunderheart says that the quality of crafting tools and crafting stations "influences the chance of success or failure during the assembly and experimentation stages." And that it is "working as intended". Ya so thats not really too enlightening.


Ok, well we all know that we've seen peoples tests that show that there doesn't seem to be much of any difference. So I thought, well maybe it used to be a little bugged but then SOE fixed it at some point so that NOW it is "working as intended".


I decided to do a little testing myself...


I already had some good tools so I whipped together some bad tools & stations and got -14.53 tool and -14.52 station. I just decided to do some basic tests on muzzles. I didn't use high quality materials. I figured I didn't want to waste good materials. I spent experimentation points one at a time. My materials were such that I could spend normally 7 experimentation points before it maxed out. But if I got a crit fail in experimentation I'd keep going. Its not a perfect comparison between the good tool/station and bad tool/station but close enough for a rough comparison with a small sample. I'm a master artisan and am a Mon Calamari male with no skill bonuses for artisan. (we're talking about artisan rather than architect)


Here's what I got...


Good tool/station
+14.97 tool and +43.9 station
Amazing successes = 14 = 6%
Great Successes = 198 = 92%
Crit failure = 4 = 2%
Total experimentations = 216
Crit fail during assembly = 1 = 3%


Bad Tool/station
-14.53 tool and -14. 52 station
Amazing successes = 16 = 8%
Great Successes = 173 = 89%
Crit failure = 5 = 3%
=== 194
Crit fail during assembly = 2 = 7%


I didn't get a single experimentation result in the 'good', 'moderate', 'failure', etc. categories. I don't know if the rest of you have noticed that at all but as a master I seem to get almost all great and amazing successes nowadays. I think this was one of the experimentation changes put in a while back on 'temporary tuesday'.


So anyway, what does the data above mean?? I think from this small sample it seems that there is really no noticable difference beteen good and poor tools and stations. Basically confirming what many people have concluded before.


BUT.. it occurred to me that I'm getting Great or Amazing successes in 97-98% of these experimentations. So I'm getting maximum experiment result in all those. About 98% of all experimentations are perfect. PRetty good. Wonder why? Well I am a master artisan... I know I got crappy results when I wasn't a master. So I wondered: does being a master top off the forumla? Maybe the impact of the good tools and crafting stations is over shadowed by the impact of being a master with high skills?


SO I did another experiment.

I happen to have another character who is a 2/0/0/1 artisan with 40 Artisan experimentation skill and 40 Artisan assembly skill. A Trandoshan with no skill enhancements.

I did a few experimentations and tallied up the number of 'great successes', 'good success', 'moderate success', etc. There was a distribution but it seemed a bit heavier in the high and when using the good tools than the bad.


Good tool/station
Amazing - 5
Great - 10
Good - 2
Moderate - 4
Success - 4
Fail - 4
Big fail -1
Crit fail -2


Bad tool/station
Amazing -1
Great -16
Good -2
Moderate -8
Success -6
Fail -1
Big fail -1
Crit fail -1


Thats not a big sample and it doesn't show much obvious difference. But then it occured to me that I really care what the bottom line is, the total % result. And thats easier to measure and see a difference. So I just started recording the % total for the experimentation. So this is what I got when doing 20 muzzles each in a small test:


Good tool/station
40, 38, 8, 24, 34, 37, 29, 36, 22, 36
44, 33, 11, 43, 24, 44, 28, 30, 34, 0
Average = 29.7%


Bad tool/station
24, 23, 15, 8, 33, 20, crit, 2, 27, 23
10, 43, 24, 0, 24, 0, 29, 22, 26, 44
Average = 19.8%


Well now thats quite a big difference in the total results when comparing the good and bad tool/station.

Of course this is too small of a sample to be sure. More testing is in order. But based on this small test at least I think I have pretty good evidence of my theory considering how large of a difference there was. I'll probably do some more testing with the same materials and tools with my 2/0/0/1 artisan and see what I get when the sample size increases.


So my conclusion is this:

The impact of high quality tools and stations to your assembly and experimentation results is over shadowed by the impact of high skill ratings possessed by masters.


This would also explain why most people doing tests don't see any real difference. Because I assume that they are all masters.


What do you think sirs?



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
ZenDragonMLS
Thu Apr 22, 2004 10:58 pm
#2

I think that that is a plausible theory. One variable that you didn't test was the impact of complexity on the success rate.

That is, suppose that the curve that drives the "great", "amazing", etc is driven by: number of experiment points you have, tools/stations, and complexity of the object. Then a low level crafter doing low level objects with a 0.0 tool and station would see a certain success rate. If they used a high tool/station (per your theory) then it helps them. Using that same complexity item, a master could "cap out" on the success rate, making the tool/station rating moot. However, it may be the case that the complexity pulls that curve down, such that even a master gets a little benifit to better tools/stations when they are doing very complex objects.

I don't know for sure, and it's harder to test since you likely are using more and better resources for a complexity 20 item than for a complexity 4 item.



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Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Pawlin
Thu Apr 22, 2004 11:07 pm
#3

Muzzles are complexity 14 so its not too low. I've only got the ability to compare between master Artisan and 2/0/0/1 Artisan right now. And complexity 14 is the highest artisan generic item that I can compare.


I think I'll also try a similar test to compare between Master Architect and a Novice Architect. I'll have to grind out some XP to get Novice Archi though.


ONe thing to point out is that experimentation may not work exactly the same between different professions so things might work a bit different if you're a doctor making buff packs. I don't know for sure.






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
Bandola
Thu Apr 22, 2004 11:22 pm
#4

Good work Pawlin, this SHOULD make me feel better about the 'perfect' crafting station I bought from Donah, but I still feel that the element of chance plays too big a role in success rates. If this was 'repeatable' I would be happy, but my own experiences don't bear out your results, at least as far as the number of critical to amazing successes goes (I will admit I hadn't thought to look at %). When I make wall modules on the 'perfect' station I get more criticals or lowend successes during experimentation than I do when I use the 42.7 I own, in both cases I am using 99% 15.0 tools. Now I know that 45 vs 42.7 doesnt seem much, but at 45 with 15 it SHOULD make it a virtual impossibility to get worse than 'moderate', I get lots, and I mean lots. So many more than my 42.7 in fact that I now only use the 45 for the components where it doesn't matter. I am positive that this is just chance playing dirty tricks on me, but it shouldn't be allowed at this level. The only other posibility is of course that Donah left out a vital component but a bug still registered it as perfect




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Pawlin
Thu Apr 22, 2004 11:35 pm
#5

Heres a little more data on my 2/0/0/1 artisan:


Good tool/station:


new data
24, 10, 37, 24, 23, 17, 34, 20, 26, 33


plus previous results
40, 38, 8, 24, 34, 37, 29, 36, 22, 36
44, 33, 11, 43, 24, 44, 28, 30, 34, 0
and the average moves to 28.1%


Bad tool/station


new data
29,25, 6, 40, 38, 19, 41, 41, 29, 28


plus the previous results of
24, 23, 15, 8, 33, 20, crit, 2, 27, 23
10, 43, 24, 0, 24, 0, 29, 22, 26, 44
and the average is now: 23.1%


SO the results are getting closer. Could be that as the sample gets larget the results will end up about the same and that a novice is just a lot more erratic in results.





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
Anian
Fri Apr 23, 2004 6:20 am
#6

Excellent research here. I'm really impressed. Great job, and thanks for takin the time.


Anian



------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
Naufragus
Fri Apr 23, 2004 7:34 am
#7

you get no additional bonuses for being a Master artisan....i think its eng 4 and dom 4 that give you the 100%


i havent run these experiments in a while but when i did, i noticed that there was no basic difference between a 15 % station and a 43% station OR my droid....


I didnt really test out tools that thourghly but in my findings the only thing that effected the outcome of your product was the materials used.. ( i have been a master since last summer so my experiences are based on having master skills)


I have also noticed no improvements using skill tapes or a smock. the stuff i was using doesnt add up to over 20 so i didnt get another point but it didnt improve crafting one bit.


I have also used pyrellian cake for a 14% bonus....these appeared to do abosulutly nothing


Also, to be honest an amazing success really means nothing, IMO...in the best case scenerio you end up with 2 extra exp points...so you either get an item that is 1% better or has a slightly better secondary stat but over all it produces the same items you would get with a great exp.


Tushai
Fri Apr 23, 2004 9:33 am
#8






Bandola wrote:
...The only other posibility is of course that Donah left out a vital component but a bug still registered it as perfect





Ooooooo, you wanna be careful what you say about Donah. He's a little Bothan with a BIG temper!


It's funny, I used to play a chef on Tarquinas eons ago, and when I upgraded to high effectiveness tools and stations, I noticed a big difference. Experimentation failures were few and far between, and critical failures nearly non-existant. In fact, they were SO rare, the few times they happened I went, "What the--?! My materials disappeared and I didn't make anything?! Heeeeey! Oh, wait...critical failure, oh yeah, I remember those..." In comparison, crafting on Bria seems to show no obvious difference, maybe a bit fewer crit fails in the high effectiveness tool/stations. But I still crit fail a LOT more often than I did with the Tarq. character. /shrug Just my 2 cr.



MIGHTY TAYS'TI
Tissue Emporium
Quality BE additives for Chefs and Tailors
-1059, -5628 Tatooine, 2km south of Bestine Starport

Tushai
Fri Apr 23, 2004 9:35 am
#9









Bandola wrote:
...The only other posibility is of course that Donah left out a vital component but a bug still registered it as perfect





Ooooooo, you wanna be careful what you say about Donah. He's a little Bothan with a BIG temper!


It's funny, I used to play a chef on Tarquinas eons ago, and when I upgraded to high effectiveness tools and stations, I noticed a big difference. Experimentation failures were few and far between, and critical failures nearly non-existant. In fact, they were SO rare, the few times they happened I went, "What the--?! My materials disappeared and I didn't make anything?! Heeeeey! Oh, wait...critical failure, oh yeah, I remember those..." In comparison, crafting on Bria seems to show no obvious difference, maybe a bit fewer crit fails in the high effectiveness tool/stations. But I still crit fail a LOT more often than I did with the Tarq. character. /shrug Just my 2 cr.



MIGHTY TAYS'TI
Tissue Emporium
Quality BE additives for Chefs and Tailors
-1059, -5628 Tatooine, 2km south of Bestine Starport

famousbarry
Fri Apr 23, 2004 9:56 am
#10

You guys are forgetting the most important difference in your comparisons . . .


YOU CAN CHARGE WAY MORE FOR AN 'UBER' STATION AND TOOL!!!!


Just a littlie


famousbarry
Fri Apr 23, 2004 9:59 am
#11

damn enter key


Just a little break from all this acedemic work. Great research Pawlin. one thing you also need to consider is whether you are in a city that boosts experimentation. (research center, or manufacturing center).
l33thaxx0rnam3
Fri Apr 23, 2004 10:20 am
#12

Could be, in my group, we all mastered months ago, and the only ones to still use the stations are the AS and WS. The rest of us just use Droids. No real difference that we can tell.





Anchorhead Southpoint Mall
Just SW of the Anchorhead Shuttleport: -139 -5684
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Dvnce
Fri Apr 23, 2004 10:28 am
#13

Hehe.. I just posted this on the other thread but it kind of fits with your experiment..


Say.. We are rolling a 100 side dice (this is my assesment based on my conversations .. and my personal observations.. )

1-10 crit fail


11-30 failure


31-50 moderate sucess


51-70 success


71-90 great success


91-100 amazing success...


You roll.. then subtract complexity to that roll... then add modifiers.. which now is only the tools and stations.. there are theories that though your schematic may not require it OQ may give a penalty or bonus from the resources being used....( the new system ... that most wanted to throw out and succeeded would have given us another bonus tied into our skill)


Now with this set up .. The crafting stations I am assuming most likely only give a max bonus .. +1.5 for tool and +4.5 for the station..


SO .. From the start if the item has complexity of 20 .. we start at -20 on our roll.. then add +6 (if we are using perfect work tools.) and still start at -14 .. and we still have to get a 71+ on the final roll to get a great success..



Now this example is pretty simplistic because there are other modifiers..(like I do believe that the complexity tapes that people are finding will help).. ( the question is do we want the + ones or the- ones.. )



This makes even more sense if you compare to Pawlins new exp.. Because as we advance to master our Complexity bonus increases..





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Im Not Dead Yet Careful I bite

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