Armorsmith Archive
Thread: No more crit failures!
And it's not like we loose a massive amount of ressources if we get a critical.
sciguyCO wrote:
Unless other crafting changes are coming down the pipe, this one change affects a lot of different pieces of the game. Without critical failures, a whole FS skill tree is now useless: Crafting Techniques only reduced chance of crit fails. Another is less useful: Force Assembly now only effects the initial combine success type, most Master crafters get a "great success" on assembly 99% of the time, and for a large majority of crafters (including chef) an "amazing success" during assembly doesn't give an improvement to the starting stats.
As it is assembly mods are almost useless.
ZionHalcyon wrote:
In my crafting, I have noticed I have had a greater chance of having an amazing experimentation, and even repeated amazing experimentations, on a segment or layer or component that has had an amazing assembly over one that has a great assembly. That doesn't mean getting an amazing assembly on a great experimentation is impossible - its just more likely, and more likely to happen multiple times on an amazing assembly than on a great assembly.
These are your impressions. Show me the empirical evidence. Show me the "numbers under the hood." Create a correlation chart. Until you do that, it's all speculation.
In my crafting, I haven't noticed a darn's worth of difference between having an amazing success on assemby and amazing experimentations. If anything, I've noticed I have a greater chance to get a moderate success on experimentation after an amazing success.
Furthermore, we don't even know what the correlation is between having a higher assembly mod and getting a good / great / amazing success. What wedo know is that there is a significantcorrelation between having a higher assembly mod and not having a critical failure.
Why do people use pyollian cake? Why do people spend credits on assembly tapes? Why did people grind out countless thousands of experience points to get the force sensitive techniques and assembly lines? It sure as heck isn't to maybe, possibly, sometimes get a higher chance of an amazing success on assembly so that they might maybe, possibly, sometimes get two amazing experimentations on the item. They did it to avert critical failures, which is now pointless.
ZionHalcyon wrote:
IF you are talking hard fact over impression, given that none of us have the actual data, then you have nothing more than impression to go on as well.
THEREFORE, quit being a hypocrite.
No, I'm being an empiricist.
We have gobs of data that suggest a high correlation between a higher assembly mod and a lower critical failure rate. It is therefore logical and reasonable to posit as fact that higher assembly mods reduce your chances of getting a critical failure upon assembly.
You, however, are positing that higher assembly mods increase the chances of amazing successes on assembly, which then increase the chances of amazing successes on experimentation -- a double correlation. While it could be true, we lack the data to do the appropriate statistical tests.
There's no hypocrisy here other than your railing about people who've been doing this since beta "having NO CLUE," slinging perjoratives, and stating that no one who doesn't share your views should ever represent the community.
ZionHalcyon wrote:
depending on the numbers under the hood, the resources, and the crafted segments used, an amazing assembly can result in an increased chance of having an amazing success upon experimentation.
In my crafting, I have noticed I have had a greater chance of having an amazing experimentation, and even repeated amazing experimentations, on a segment or layer or component that has had an amazing assembly over one that has a great assembly. That doesn't mean getting an amazing assembly on a great experimentation is impossible - its just more likely, and more likely to happen multiple times on an amazing assembly than on a great assembly.
So yes, you don't know what you are talking about.
I've notice this as well on amazing assemblies leading to amazing experimentation. I also get slight variations with final stats depending on the assembly and experimentation results. Did a lot of crafting of wookiee armor this weekend making 90% suits. Some times I would get a 73% base, others 74% base. Resources being the same, the difference came from the assemblies/experimentation. I've also seen this on BE food additives. If you are right on the line between say 83 and 84, getting an amazing on assembly and then one in experimentation, sometimes, not all the times, lets you get the higher number. I have also noticed differences in complexity, the amount of time a factory or tool takes to make an item from this.
This differences are real, not imagined. You notice these more after you get force crafting mastery as they come up more.