Architect Archive
Thread: Factors that affect Critical Failure chances
It seems like there are certain things that affect the likelihood of my having a critical failure on an item. I've been experimenting and have found that my crit fails are much lower if I take a few simple precautions (I've been a Master Architect for a while now). Has anyone else found that these work?
- Don't craft with mind wounds. The more mind-related wounds I have the more critical failures I seem to have.
- Don't craft with Battle Fatigue. Likewise, the more battle fatigue I have the more critical failures I have.
- Don't craft wearing armor - ESPECIALLY armor that affects your mind stats. I have more crit failures when wearing armor than when not.
- Resource quality - especially on ore - seems to influence critical failure rate. If I try to build the same item, once with an ore that has low toughness and low decay res, and once with an ore that is high on both qualities, I am much more likely to fail using the low tough, low decay resore. This applies for all items including furniture.
I've found that by healing all wounds and fatigue before crafting and taking off my armorI hardly ever fail any more. Using better resources (that are high in the qualities important to that item) also helps me succeeed more often.This has been working for the past 2 major patches and resource shifts on Radiant, so I don't think it's just an artifact of this patch. I'm also very fluent with statistics in real life, so I'm pretty sure it's not just my imagination. :-)
Anyone else able to confirm all this?
I still occasionally fail on final combines or big items, but those fails are few and far between.
I haven't noticed BF or mind wounds affecting critical failures. But the the quality of ORE is definetly a factor. Which is making me feel all warm inside, since we are so limited in ORE resources right now.
Ashman
It's all subjective until someone runs some large-volume tests, but I do not think BF or wounds of any type affect success. I've been crafting for a week with 130+BF and significant mind wounds. Not a single failure on any of the high complexity items. I think, in the last week, I've created something like:
10 heavy harvesters
4fusions
2 generic PA halls
several med & small houses
innumerable MMIs and solars.
I've gotten perhaps 3 critical fails on the wall modules I had to create by hand (*grumble about factories*), and no criticals on final combines (where the most complexity is).
The efectiveness of our tools and crafting stations absoultly has an effect, my failures dropped offquickly when I build quality tools and crafting stations that had good positive effectiveness.