Armorsmith Archive

Thread: Experimentation 101

StarchMonkey
Wed Mar 03, 2004 11:10 am
#1

Ok. Experimentation needs work. The Devs obviously want quality of resources to count into the experimentation process more. Here is something I've been playing with since we started hearing about this. Tell me what you think.


I start off with a few things in mind. There is a huge gap between Novice and Master crafters. There is also little relation to resource quality as it relates to actual experimentation which the Devs obviously want. So here is my proposal for how crafting might work at least as it relates to the Armorsmith profession.


Low Quality Resource Mitigation

Give us a new skill/stat which allows us to do more with lower quality materials. Call it "Resource Mitigation". What this would allow is for more experienced armorsmiths to do more with poor resources. This would be an increasing % bonus added to the stats of the resource when crafting. I would propose this going into the Layers tree (Materials Specialist). How it would work would be that at each level 1-4 of Layers, and at Master you would get a bonus to resource quality when crafting. It might look like this:


Layers I +5%

Layers II +10%

Layers III +15%

Layers IV +20%

Master +50%


This would give a total of a 100% bonus to theresource quality. This would be multiplied by the quality of the resource andthis number would be used when crafting with a maximum of 1000. A Novice Armorsmith working with a resource that had a 200 OQ would combine and experiment as though it were 200 OQ. Howevera Master Armorsmith would combine and experiment as though it were 400 OQ. From this you can see that any resource with 500 or more in a stat could be used as though it was 1000. This could simulate the ability of a Master being able to do more with low quality resources than a Novice.I am using these numbers as an example. They would have to be tweaked to find the most balanced number (perhaps a 50% Master bonus would be more realistic).


Experimentation Points

I would propose redistributing the Experimentation points in the Tech line. My biggest change would be to give Novice Armorsmith +40 Armor Experimentation. That would give them 4 points to start with and let them have some decent quality products early on. Armor Experimentation might look like:


Novice +40 (4)

Tech I +15 (5)

Tech II +10(6)

Tech III +10 (7)

Tech IV+10 (8)

Master +15 (10)


Experimentation

Experimentation could now proceed according to the way that the Devs have planned. It will still be somewhat of a nerf, but now we would have some way of increasing our experimentation based on our characters skill rather than relying solely on the whim of the Resource Spawn Gods. I still believe there should be flat experimentation values, and that there should be a chance for you to max an experimentation line without using all 10 points. Keeping the Devs system will definitely increase the single line experimentation.


I think with this system the gap would be lessened between Novice and Master, yet still give Masters a clear advantage overall. With great resources even a Novice could come up with some good stuff. Also we will be able to experiment a little better as Masters. Ifthis hasbeen proposed before in some form or another I appologize in advance.



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Joryn Sunnrae
Master Swordsman
Master Medic
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Overmind85
Wed Mar 03, 2004 12:35 pm
#2

200 + 50% of 200 != 400....

300..



Jeri's Armor located on Corellia in Sabacc city.
3660,-2247 is the location of my composite vendor,
i sell 80 ( or 78) kinetic suits and decently base at 60ish for 180k.
Cheap don't mean poor quailty.
Maudlin
Wed Mar 03, 2004 2:15 pm
#3

However, 200 + (5+10+15+20+50)% of 200 = 400

Which, upon closer reading, appears to be the suggestion.




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Falucca: Probably Intrepid's favourite bald non-Wookiee Wookiee armoursmith
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