Armorsmith Archive
Thread: Experimenting?
It's actualy a little of both. I don't remember the cut-off numbers, but the idea is that for things of up to a certian difficulty you can use the General Crafting tool. Then from that level to another level you must use a specialized crafting tool. Then from there to another level you must use your specialized tool near a public crafting station. Then above that level you must use your tool near a private crafting station, hopefully the one you made.
Now, if you are working on an object right on the edge of one of these levels, the moment you start to experiment your difficulitywill be into the next level. So they simply don't allow you to experiment. Generaly, you'll want to use your specialized crafting tool near the public stations untill you own your private station. That way you can experiment up to as complex as you want.
Hope that helps.
In order to experiment you will need an advanced crafting tool. For armor that is the Clothing and Armor crafting tool. You must alos be next to a public or private crafting station.
If your next to one and the experimentation window does not come up, your probably still too far.
Ok, say using all the same parts, i put all my experiment points to dmg and get it to 100% Will the stats on min max and speed always be the same?
It seems the % is based on Avg-Dmg/Sec So will getting 100% some times give me diffrent stats like weaker Dmg but faster? or is it always the same?
So when your damage goes up and your speed goes down you are not keeping the same dps bit is improving it on two fronts.
Form what I can gather all components have a maximum bonus they can apply to a weapon. And weapons have maximum its stats can get to, so the theatrical 100% on should give the exact same results every time (it would however require PERFECT resources... that is resources with 1000 in all stats that the weapon use).
Take, for example, the Advanced Reinforcement Core:
This schematic requires 25 units of Ditanium Steel and the Damage, Durability, Efficiency and Range Experimentation is based entirely on Unit Toughness.
So, say you were lucky enough to find some 1000UT Ditanium Steel and created a "perfect" Advanced Reinforcement Core.
If you spent points in Damage Experimentation, you could get the following Stats:
Min Damage: 50
Max Damage: 50
Attack Speed: -0.7
Wound: 15
These are the stats if you experimented up to 100% successfully. However, this scenario is unrealistic, since no one ever has any 1000UT Ditanium Steel (if you do, can I have some?). So, let's look at a more realistic scenario:
Say you have some Ditanium Steel with 800UT. Well, that would give you a max experimentation value of 80%. That means the best Damage Experimentation you could get would produce the following stats:
Min Damage: 40
Max Damage: 40
Attack Speed: -0.56
Wound: 12
This, again assumes you get all great successes on your experimentation rolls. If you get anything less, sometimes some stats will go up, while others stay the same or get worse. I've also noticed, that sometimes you don't always get the appropriate stat increase even on a great success, but this usually evens itself out by the time you max out one of the experimentation areas.
Hope that helps!
-Otoli
What frustrates me about experimenting is how a "success" just leaves the weapon in its same condition in terms of the percent improvement, but can sometimes actually LOWER the stats that you had. So, let's say you had a HAM of 12/14/13 to start, you had 24% for efficiency, experiment, get a "success", have 24% efficiency still, but suddenly your HAM is now 14/14/14 or something.
I also think it's screwy that a successful experimentation should result in no change in the numbers. If I succeeded, doesn't that mean something improved? Shouldn't it mean that? With "moderate success" at least I see SOME improvement. It just doesn't make sense that "success" produces no change. I'd change the actual text to "The experimentation produced no change," rather than "success". At least that'd be accurate. Failures I can accept as having negative outcomes, but successes should actually BE successes.
As for the original poster's question, I'm honestly not sure. It wouldn't surprise me if one 100% increase led you to 0-100 damage, another led you to 1-99 damage, and another led to 1-80 damage with a corresponding increase in speed that'd make the overall DPS come out to the same amount. Given how other aspects of the game seem to be random, it wouldn't surprise me in the least if this was random too.
Sorry to pull this old post back out again, and if the quetions i ask are answered somewhere else please point me to them.
Im a noob to the WS side of things and am need of help as i have been makign soemk very bad weapons, with what i think are good materials ![]()
How are you to know what the maximum a component can go to, i am assuming, that for example if i create (before experimanting) a blaster handle with min 10 max 10 and i had 25% experimentation on the basic materials before i use any points....Does this mean that the possible min and max would be 40 ?
Also how do you know when it not worth spending any more points on something..a lot of the time i have few experimentaion points left, i am at the top end of damage, i use these points one at a time and get maybe 1 more point added to damage(if that) on damage, sometimes i dont get anything for usign these experimentation points.
Also, im a bit confused with materials, if for expample a schamatic is asking for copper and solid petro chem.
And it want 66% cond and 33% OQ, if i use a copper that has high high CD low OQ(say 986 CD 2 OQ 1) and the solid petro chem with high OU(986) and no CD, how does it work this out for the first set of experimentation ?
Do you average the conditions out ? so for expample it would be 986+0 CD and 1+986 OQ then divide by two so u would get about 483 per stat ? then how does this part for into the 66% 33% part ?
Sorry for askign so many questions...jsut a noob at heart![]()
Cheers for any reponse(if any) i get
I experiment 2 points at a time, but in another thread I heard about making advanced stocks 40/40 by doing 6 first then 2 2 2. So my question is what works best for any given weapon or component of a weapon to get the best possible stats?
For the rest of the items, experiment however seems to work best for you. I usually experiment putting three points in to my first two rolls, and from there it depends on where the stats are at.