Architect Archive
Thread: Theory about impact of tool/station quality
+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%
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.
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:
40, 38, 8, 24, 34, 37, 29, 36, 22, 36
44, 33, 11, 43, 24, 44, 28, 30, 34, 0
Average = 29.7%
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.
This would also explain why most people doing tests don't see any real difference. Because I assume that they are all masters.
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.
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.
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.
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.
Bandola wrote:
...The only other posibility is of course that Donah left out a vital component but a bug still registered it as perfect
Bandola wrote:
...The only other posibility is of course that Donah left out a vital component but a bug still registered it as perfect
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
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..