Armorsmith Archive

Thread: Armor experimentation question

Co-valent
Wed Aug 18, 2004 12:36 am
#14






Andymantium wrote:






Co-valent wrote:





Andymantium wrote:

Umm...how does the extra +5 help? You're at +120 already, and have the 2 extra experimentation points.






It improves your chance of getting a better experiment, e.g Amazing success.




It was my understanding that the +120 only decided the number of experimentation points you have, not experimentation bonuses.


edit: I've got +126 right now, and I can't tell any difference between my present experimentations, and back when I only had +100.

Message Edited by Andymantium on 08-17-2004 03:35 PM





It's not a big difference, but it's there. And up to +25 Improves it.




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-Asmodeus-
Wed Aug 18, 2004 12:54 am
#15






Andymantium wrote:

Umm...how does the extra +5 help? You're at +120 already, and have the 2 extra experimentation points.






it's a percentage. so a +25% at +125 as opposed to a +20% at +120 means an additional +5%. if you craft you well know that 1 experimentation point (+10)= 7% of experimentation, so 1/2 a point (+5) stands to add 3.5% of experimentation, although it is not very much it does add up in the end, and is very noticeable upon getting Amazing successes. if you experiment 1 point (7%) and get an amazing success it adds 1% to the end result of the experiment. so if you dump in 7 points and get an amazing you essentually get an extra point for free, giving you 8 points (56%) of experimentation for the cost of 7 points (49%). now figure that on 12.5 points (87.5%) you come out with actually 13.75 (96.25%) experimentation points in a perfect scenario.


Spends7 solid months of 5+ hours a day crafting and you will quickly come to realize this benefit, and how it may not seem any different on each piece(layer,segment,final) because the game does not display the decimals, but when you do the final combine it all adds up, this is especially noticable on crafting of triple layerd composite armor. this is even more apparent if you use a calculator, and figure out all your decimals.


Kinetic layers for example have a special protection cap of 15. if you experiment to say 95%, the game states 14% when in actuality it is 14.25%. triple layer that and you end up with 42.75% which the game will round up to 43% in the end, and thats just the layer, then there is that little bit extra in the segment and the final combine, It just all adds up in the end.


I know it sounds confusing, but it is actually very simple. I Also know alot of people don't actually care that much to spend all the extra time figuring with a calculator to squeeze that little extra for 1-2% of base effectivness, or slightly more condition/lower encumberance, but I do, and I guarentee my customers realize it as well.


Finally combining the Technique of amazing successes with decimals, you just end up utitlizing your points alot better and are able to make the same high protection armors with lower encumberance and/or increased condition. The great thing about this Technique is, I taught it to the guild Weaponsmith, the Guild Chef and the Guild Droid Engineer, and they all agree it is applicable to all crafting that you can experiment on.


I don't expect you to believe me, heck if you have a better way of figuring things out, by all means do what you know. But if you are a dedicated crafter and play the game to make the best possible mechandise, you just can't ignore all these little details. it does take alot of extra work on your end, i'll admit that, and yes you waste alot of resources trying for the "Amzaing's", but like I also said after 7 solid months of crafting and 6 months previous to that playing combat proffessions, you start looking everywhere to gain that edge over your competition.


Hope this helps to clairify what i have found out through alot of trial and error.


Asmo








Odan_Pazzmarr
Tue May 03, 2005 5:55 am
#16

Can Someone Explain whether there is a need in the CU for +2 extra Exp points for Armorsmith's now?


Thanks for your time and help.






Odan Pazzmarr

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Virtuell
Tue May 03, 2005 6:13 am
#17

There is no need for that bonus anymore




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01011111100111001000...| Drako Orkand

00100100101011011111...| Raal/Integral

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01011101000111010110.................................U I support Pre-NGE U.

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Odan_Pazzmarr
Tue May 03, 2005 6:22 am
#18






Virtuell wrote:
There is no need for that bonus anymore





Ok thanks






Odan Pazzmarr

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R o g u e U n d e r w o r l d




Barbed Wire Have Stims will travel
Reformed Trader & all around Trouble Maker
_____________________________________________________________________
Mcgreag
Tue May 03, 2005 6:53 am
#19

It's useful when making PSGs.



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KobikSama
Tue May 03, 2005 7:16 am
#20

Sorry for the question, but what +2 points is being referred to here?



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HairlessWook
Tue May 03, 2005 7:42 am
#21

I would keep it for condition bonuses...meaning use majority of points on resists and remaining on condition.




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foobar0
Tue May 03, 2005 7:59 am
#22

The +2 Odan is referring to is the bonus experimentation points an AS gets by virtue of his skilltapes. Every +10 to Armor Experimentation imparts one additional experimentation point, capped at +25 Armor Experimentation, (for a max of +2 points.) These extra points used to be important in making high-quality armor with reasonable encumbrace costs.


Hardly matters now, though. Experimentation is no longer important to the profession, so all the skilltapes the old armorsmiths spent millions of credits on are now worthless. The Armorsmith profession as a whole has been completely nerfed, despite all our pleas and protests. We all got rogered, but good.


It's not entirely clear why: Either the devs decided someone needed to take it on the chin in the CURB, and it may as well be armorsmiths, or they simply lacked thetime/energy/inclination/wit to develop a coherent, balanced armor system.


Oh, and guess what? The web site's been changed. It's now no longer possible to post a message in Firefox. Thanks so much. I really appreciate that, gents. I was just thinking to myself: I don't have nearly enough spyware on my computer, I need a web site to force me to use IE over Firefox!




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firehammer
Tue May 03, 2005 8:07 am
#23

12 pts cleans up most failed experiments.....
Kelloch
Tue May 03, 2005 8:15 am
#24



foobar0 wrote:
The +2 Odan is referring to is the bonus experimentation points an AS gets by virtue of his skilltapes. Every +10 to Armor Experimentation imparts one additional experimentation point, capped at +25 Armor Experimentation, (for a max of +2 points.) These extra points used to be important in making high-quality armor with reasonable encumbrace costs.
Hardly matters now, though. Experimentation is no longer important to the profession, so all the skilltapes the old armorsmiths spent millions of credits on are now worthless. The Armorsmith profession as a whole has been completely nerfed, despite all our pleas and protests. We all got rogered, but good.
It's not entirely clear why: Either the devs decided someone needed to take it on the chin in the CURB, and it may as well be armorsmiths, or they simply lacked the time/energy/inclination/wit to develop a coherent, balanced armor system.
Oh, and guess what? The web site's been changed. It's now no longer possible to post a message in Firefox. Thanks so much. I really appreciate that, gents. I was just thinking to myself: I don't have nearly enough spyware on my computer, I need a web site to force me to use IE over Firefox!





Here's your fix for Firefox Clicky



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