Armorsmith Archive
Thread: No more crit failures!
I have never noticed a correlation between amazings on assembly and amazings on experimentation. However if you did any research on this or payed attention as you were crafting you would know that the community generally agrees that the amazings/greats etc.... tend to run in spurts. There is nothing remotely indicating that they are related in any way to assembly.
Brutus_Krylop wrote:
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.
- Save some looted components
- Save some time
- Devalue a chef product
- Devalue a city specialization in politician
- Devalue two lines of Force Sensitive Crafting Mastery
- Devalue a number of clothing attachments / modded items
jason67 wrote:
I have never noticed a correlation between amazings on assembly and amazings on experimentation. However if you did any research on this or payed attention as you were crafting you would know that the community generally agrees that the amazings/greats etc.... tend to run in spurts. There is nothing remotely indicating that they are related in any way to assembly.
Simple statistician answer: People notice spurts. They don't notice overall random results.
Go ask the smugglers. You always notice the runs of 6 straight speed slices, or the speed-damage-damage-speed-damage-damage pattern, but these are the results of a random system. Our minds always try to create patterns where none exist.
Okram2k wrote:
I'm mixed on this whole issue but I imagine for SW's and architects this is a god send. Ya know when you can loose 50k resources on one assemble failure.
Armor wise, will make me breath easier when crafting RIS, and yeah will devalue asembly tapes (although as furia pointed out assembly gives a higher chance for more sockets which can be handy)
Overall for the average crafter who doesn't have millions invested in tapes and food and bribing a mayor to set a town a certain way and the force sensitive trees this is probably a nice change, but I understand everyone else being a bit upset over it.
Now let's calm down a bit shall we?
My understanding was that shipwrights and architects already had this type of system in place. Assembly mods aren't that important for tailors and chefs, though Icould understand a Droid Engineer's or BioEngineer's frustration at losingcomponents that took a long time tomake or collect. For armorsmiths and weaponsmiths, the only items for which high assembly modifiers have been desirable have been the high-end, loot-dependent schematics (RIS, DE-10s), and loot-enhanced products (Janta Hides, Krayt tissues). The same goes for doctors and combat medics.
I rarely encountered a critical failure on assembly prior to this change, but there was always the risk, the chance of failure. This opened up another avenue for product and service differentiation. I could do things to mitigate that chance of failurethough acquiring better gear, certain food, becoming force sensitive, or working in a Manufacturing Center.
Now? None of that matters. In the interests of making the game easier or less worrisome, the developers have dumbed it down. They've removed some of the challenge. They've made things which people have worked very hard to get virtually useless. Couple this with the proposed galaxy-wide vendor searches, the anti-decay kits, and some other changes, and you get the feeling that the developers just want to make things easy and comfortable for everyone, regardless of the overallbalance, concepts, and systemsalready in the game.
Personally, I'm not losing much of anything, although the crate of Pyollian Cake I bought last week is now superfluous. I don't have the FS assembly or techniques lines, and I didn't pay much for my +25 assembly suit -- I got it through gifts from friends and things I looted myself. So I'm not out much of anything. But for those people who ground out the FS assembly and techniques lines, for those who dropped millions on the assembly tapes ... ugh. They have nothing but my sympathy over this.
Oh, and lest we forget ... Mon Cals and Rodianstook a hit today, too, since their inherent +10 weapons assembly mods were devalued.
- There are no longer critical fails on crafting (which would previously destroy components involved)
I haven't had a crit fail in ages, but this will definitely help save money on pyrollian cake when crafting RIS etc.
I'll save it for when i'm trying to get 4 sockets (which is based on assembly roll).
Brutus_Krylop wrote:
Yay, let's make assembly suits, pyollian cake, and two lines of force sensitive crafting skills utterly useless.
Are we going to get into that again....
Brutus_Krylop wrote:
Yay, let's make assembly suits, pyollian cake, and two lines of force sensitive crafting skills utterly useless.
yeah, cuase they certialnly have no effect in getting an amazing success, and thuse making better items.