Armorsmith Archive
Thread: Moderate Success
And it's also taking me 5 or 6 attempts to get a perfect schematic (think about how many ABPH that is with T21s and DXR6s)
I got a +14 tool with a +38 station. Honestly, I don't see a difference with that or a public station. My technique is usually 2 points at a time, and maybe 3. Anyone got the secret they wanna share or just their own observations?
Reports are slowly filtering around the place that Manufacturing Spec and Research Spec cities help to lower the chance of Moderate success'
Also, Ive found I now only ever experiment 1 point at a time. I know itll take longer, but the negative side effects are less with only 1 point invested at a time.
The only thing thatll lower the chance of moderate success' I think is some very real, very hard information from the player base regarding how badly these *success'* really are, and to make the Dev's listen.
Fat chance really when theres so many other massive game stopping bugs riddled throughout SWG.
GarenTore wrote:Also, Ive found I now only ever experiment 1 point at a time. I know itll take longer, but the negative side effects are less with only 1 point invested at a time.
I have not tested this any great amount, but I will begin too. How successful are you? 9/10? 8/10 great successes?
Theres no way I could put a number on it friend, its that badly coded.
Some days I can make any number of weapons, and come out with a perfect 10/10, regardless of complexity.
Other days Complexity seems to play a part, Ive wasted crates and crates of ABPH's trying to get an all-Great on a T21.
And then just other days things are just crap, can crit fail a couple times on a scout blaster combine, can get all greats up until the last point and pop out a failure, can get 10 moderates all in a row. Its just not possible to put it into a numerical figure.
Welcome to the wonderful world of Weaponsmithing ![]()
Its my honest belief that Tool Effectiveness plays utterly NO PART AT ALL in Weapon Experimentation. Youd have equal amount of luck Experimenting out in the Sarlacc pit as you would using a +100 station and tool. 95% of the time I make my Weapons standing next to my factories, with my droid ToolboxII by my side, and 3 crafting tools Ive had for the last 3 months, one is +6, one is +11 and the other is +13.
I experiment in a specialized city, and I definitely get less moderates, and maybe an amazing success a bit more. It definitely helps conserve materials and components.
My right arm for skill tapes! The extra point or two in experimentation would definitely help over come the dreaded moderate that pops up. That is the major advantage. The extra points do not do a whole lot for HAM as far as I have noticed.
1. Never do more than 3 points at a time... a great success on 3 point experiment will yield +21% while doing 4 points and getting a great success will yield +24%...
2. Take some time out and learn what % to avoid on each weapon... I have found that on certain schematics I have a MUCH higher chance of moderates at that one point than anywhere else (as such i tailor my experiments to avoid those areas) even have gone so far as to have made 10pieces in a row and had the SAME results (6 greats and 4 moderates) when i get near the magic percentile (now only dueto amazing successes),i'll do a 2 point experiment instead of 1 or 3 to try and force it over that point...
- Move into a Research Center.
- Use high-quality tools and stations.
- Gather SEAs.
- Don't experiment more than three points at a time.
None of these suggestions have concrete evidence to support them, but they don't hurt to try. I am a large advocate of the Research Center, it seems to make a significant difference.
Just be in the area.
CivicExR95 wrote:
What must you do to take advantage of a research facility? Do you have to be a resident, or just be in the area while experimenting with a droid perhaps?
Just chiming in on the moderate success point. If you experiment one at a time, you can actually still get a primo weapon out of one moderate success, as long as it's not the last one in the string. It just won't leave you any extra points for durability/range experimenting when you're done.
Personally I find it very very very frustrating to pop that last moderate success which most often comes when the weapon is just a shade off of max % on damage but has reached the best speed. At that point I'll often concede the last point of damage, in order to avoid the ModSuck.
Also as a general rule I toss out any weapon that I get two medium successes on, because even if I meet speed/damage, something will be screwed up by it.