Armorsmith Archive
Thread: Armor experimentation question
I was goofing with composite tonight, and was in the middle of experimenting. I had maxed out the base % at 62%, and put the last two experimentation points into lowering encumberance. I got a moderate sucess on the encumberance experiment, and went on to coloring the armor. I look up, and the base % is now 58%....what gives?
Do moderate successes in other areas lower stats not affected by the experiment or is this a bug?
I would be more understanding if it were a critical, but nothing should be ruined by a moderate...it should just not be as good.
Anyone ever experience this?
Thanks in advance for any feedback...
Yes, I have had this happen to me along with others. There used to always be a thread in this forum about this very thing, but after a couple of months of it being ignored it is not discussed as much anymore. This happensmost times with crit failures and moderate successes, but it is usually a fraction of a percent drop (And it can be proven that the system keeps track of fractions of a percent even though it only displays whole numbers).
Someone theroized that each experiment runs an experiment on all bars you can experiment on and the final result is the average of all experiments. So you may have gotten a good success on encumberance and a crit fail on base which averages out to a moderate success being told to you. No proof on this theory either, but it does seem to explain some things.
-Asmodeus- wrote:
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
I know how the math works.
All I was saying is that I wasn't aware the +5 is counted as a +5% experiment bonus. In any case, there are other much cheaper or free ways to get an experimentation bonus (bespin port or research city).
Andymantium wrote:
All I was saying is that I wasn't aware the +5 is counted as a +5% experiment bonus. In any case, there are other much cheaper or free ways to get an experimentation bonus (bespin port or research city).
-Asmodeus- wrote:
I see there is still some confusion here.... here is some more clairification for you.
At Master Armorsmith you get +100 Experimentation, which grants 10 experimentation points on Armorsmith related crafting. The only way to go beyond +100 is by obtaining skill tapes (SEA's / Skill Enhancing Attachments). since Armorsmiths have no armorsmith belt/apron, there is no other way in the game to go beyond +100 (10 points). This Skill listed in your Character Skills caps at +125 granting 12.5 points to experiment with maximum and it also effects theroll on assembly and experimentation..
The Drink "Bespin port" gives a bonus to the Experimentation Roll, not extra points to use. All this drink does is increase the chance of successful experimentation, which means it lessen's the chance of Critical failure on experimentation.
The "Research Center" grants a 15% Bonus to the final result roll is added during the experimentation phase of crafting, this means a 15% chanceincrease in getting an amazing success, Which Bespin Port does not.
The food "Pyollian Cake"gives a bonus to theAssembly roll, meaning it lessens the chanceof Criticalfailureon the initialassembly, it does not give anybonus to the outcome of the item being crafted.
Actually, Bespin Port does increase chance of amazing success on experimentation. And no, it doesn't grant extra experimentation points.
Message Edited by Andymantium on 08-17-2004 07:45 PM
Andymantium wrote:
Umm...how does the extra +5 help? You're at +120 already, and have the 2 extra experimentation points.
It was my understanding that the +120 only decided the number of experimentation points you have, not experimentation bonuses.
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.
Message Edited by Andymantium on 08-17-2004 03:35 PM