Armorsmith Archive
Thread: +24 exp = 12 points.. why the biggie about +25?
Page 1 of 1
Z-falcon
Wed Oct 19, 2005 2:35 pm
#1
was puttin together a AS suit trying to get the 12 pointers. finally accomplished this, but with +24, is that worse than +25? Is a +21 Suit going to make a 12Pointer too?
LeviticusD
Wed Oct 19, 2005 2:40 pm
#2
+25 is the cap, but your right, anything over +20 is not needed as that is enough for the two extra points. I have +21 and everything's peachy!
HawtubJawkuzzi
Wed Oct 19, 2005 4:03 pm
#3
yeah i have +21 as well and i feel no need to get the 4 extra points.....
Heciv
Wed Oct 19, 2005 5:14 pm
#4
on exp CAs there is NO reason to get anything over +20, every +10 you wear gives you 1 extra exp point to use with a max of 2 bonus exp pts. As far as assembly goes +25 is recomended as bonuses from assembly cap at +25 when granted from clothing.
Smeagol85
Wed Oct 19, 2005 5:32 pm
#5
I could be wrong, but doesn't experimentation also give a better chance at great or amazing success during experimenting? When I was just a 10 point with no suit I failed ALL the time. I made a suit +31 Assembly/+25 Experimentation and I find I get a better chance at 3 or 4 sockets (higher assembly) and I rarely get critical fails, or anything less then great success, when experimenting (higher experimentation).
On a side note. I now have the Force Expermentation +20 from the FS crafting tree. I got it on tuesday when my galaxy shifted phase, and hand crafted about 10-15 suits of armor. I got nothing but great and amazing success. I even did it with NO inspiration and was NOT in a research city. Best xp I've ever grinded.
So again Force "Experimentation" gives a better chance at great and amazing when "Experimenting", I would think "Experimentation" tapes do the same.
If I'm wrong, oh well I spent a few extra credits on an extra +5 Armor Experimentation. It's only money. lol
On a side note. I now have the Force Expermentation +20 from the FS crafting tree. I got it on tuesday when my galaxy shifted phase, and hand crafted about 10-15 suits of armor. I got nothing but great and amazing success. I even did it with NO inspiration and was NOT in a research city. Best xp I've ever grinded.
If I'm wrong, oh well I spent a few extra credits on an extra +5 Armor Experimentation. It's only money. lol
JediSpam
Wed Oct 19, 2005 5:39 pm
#6
Smeagol85 wrote:
I could be wrong, but doesn't experimentation also give a better chance at great or amazing success during experimenting? When I was just a 10 point with no suit I failed ALL the time. I made a suit +31 Assembly/+25 Experimentation and I find I get a better chance at 3 or 4 sockets (higher assembly) and I rarely get critical fails, or anything less then great success, when experimenting (higher experimentation).
On a side note. I now have the Force Expermentation +20 from the FS crafting tree. I got it on tuesday when my galaxy shifted phase, and hand crafted about 10-15 suits of armor. I got nothing but great and amazing success. I even did it with NO inspiration and was NOT in a research city. Best xp I've ever grinded.So again Force "Experimentation" gives a better chance at great and amazing when "Experimenting", I would think "Experimentation" tapes do the same.
If I'm wrong, oh well I spent a few extra credits on an extra +5 Armor Experimentation. It's only money. lol
Everything you say has been reported but nothing has been confirmed.
I too believe the extra +5 points in experimentation(+20 compared to +25)does give you a slight boost, but again, I have no proof.
pykescylla
Wed Oct 19, 2005 6:27 pm
#8
BigfootKC wrote:
i get by with +20 and +32 to assembly
I'm at +27. It give me the ability to say I'm at +27.
BigfootKC
Wed Oct 19, 2005 6:32 pm
#9
heh, aint that true, i have a belt with +10 assembly, i contemplate shifting that to a +3 tape instead and then getting me the alst +5 exp points, just to say im capped.
cl0kwerq
Wed Oct 19, 2005 7:11 pm
#10
All I know is 30 points in experimentation doesn't make you a 13 point smith, which would suggest that when the developers said the cap to all bonuses through clothing is +25 they were telling the truth.
The real question is if that is the case, why don't they make the display graphic in the skill window reflect only the +25 mod from clothes?
The way it works now is that if you hover over your skill bonus it will add all the points you have on clothing, regardless of any theoretical hard cap.
I heard the other day that even though speed is somewhat not working that accuracy actually has no cap, including clothing, which would mean that it'd be possible to have an accuracy bonus from clothing at 25*(Hat + Undershirt + Jacket + Bandolier + Gloves + Pants + Boots) = 175, which would apply a damage bonus based on that vs. your targets' defense.
I'd be curious to see any tests on the accuracy, but from what I've seen on speed aside from the "bug" that speed is either such a small return at a double elite combat profession that it's hardly worth it or that it's not working at all.
Course this is only marginally related to the subject. Aside from just percieving more or less successes vs. failures, I believe that in order to accurately test this under the current system would require about 100k experiments, involving different points being used, different environmental variables (research center/manufacturing center), different quality tools, and different quality crafting stations along with droid crafting stations. These tests would also need to involve different levels of armorsmiths in order to viably guage exactly how much each point is worth. The number needs to be so large in order to weed out the "lucky streak" factor, and the fact that these are not really random numbers, but random numbers based on a pseudo-random equation that generates success/failure based on "backround" rolls which take into account all the afore mentioned variables.
In essence to do an exhaustive test would take a really long time and involve quite a few people who wouldn't fudge the data in favor of either outcome (tapes above +25 helping, or not) The problem of course is that the next patch could come through and render any information gained from the testing void 
One last point to consider is that the assembly bonus only applies to the quality of the finished product as concerned with it's stats, of which sockets don't seem to be included. There was a test done by the tailors (since this is the only factor that differs from piece to piece for them) and they found that customization had a much larger effect on the outcome of sockets than did assembly. I would not be surprised if it was the same for armorsmiths, or if armorsmith sockets were based on tailor customization, which would mean it would be beneficial to be master Armorsmith/master Tailor, with +25 Clothing customization (not sure if it exists).
Hard to say really. I have to agree that it would be nice if the devs were a little more forthcoming with some of the backround equations used for crafting, rather than forcing the crafting community to rely on it's more adept mathematicians to discover the true results.
Page 1 of 1