Armorsmith Archive
Thread: Armor exp?????????
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Iai
Thu Nov 11, 2004 10:37 am
#1
does armor experimentation have any effect in the gap between 10 and 11 point armor smith??? cuz its 10 exp to a point so does +7 help at all? or is there only an effect at +10??? hope that makes sense
JediInitate
Thu Nov 11, 2004 10:51 am
#2
No a +7 will have not include a extra point to experiment with but I think it would help with a better success on a next experiment though not sure ..
Andymantium
Fri Nov 12, 2004 10:03 am
#3
It's +10 for each extra experimentation point (up to a max of 2 extra points). Some say that +experimentation helps at all times, others say it makes no difference aside from the extra points.It's been difficult to prove, either way.
Drummerboychris
Fri Nov 12, 2004 10:39 am
#4
Andymantium wrote:
It's +10 for each extra experimentation point (up to a max of 2 extra points). Some say that +experimentation helps at all times, others say it makes no difference aside from the extra points.It's been difficult to prove, either way.
It will make no difference whatsoever to have 107. You MUST have 110 to see a difference. and the next one is at 120. any points inbetween do nothing.
Assembly, on the other hand, will make a difference at 107. Thus, the ideal suit for an armorsmith is +20 exp, +25 assembly, +25 armor repair.
Andymantium
Fri Nov 12, 2004 12:57 pm
#5
I was referring more to the +5 you get after your first +20 (so you're at +25 experimentation). You only get the 2 xp points, but some claim that the extra +5 will provide a bonus to experimentation (increased probability of amazing successes). You're right, however,that +107 does not provide a point experimentation bonus.
Drummerboychris wrote:
Andymantium wrote:
It's +10 for each extra experimentation point (up to a max of 2 extra points). Some say that +experimentation helps at all times, others say it makes no difference aside from the extra points.It's been difficult to prove, either way.
It will make no difference whatsoever to have 107. You MUST have 110 to see a difference. and the next one is at 120. any points inbetween do nothing.
Assembly, on the other hand, will make a difference at 107. Thus, the ideal suit for an armorsmith is +20 exp, +25 assembly, +25 armor repair.
Drummerboychris
Sat Nov 13, 2004 1:44 am
#6
hehe i dont think that it gives any bonus.. i've been doing pretty well with 20/25 exp/ass. I have everything but fs crafting to work with (45,15 research, food) so I'm a lot better off then most with +25 exp...
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