Armorsmith Archive

Thread: Experiment

YatchuXvim
Wed Oct 29, 2003 2:22 am
#1

I was wondering if anyone has tried this, get a holocron and let it tell you what to master, then master all boxes in that profession except the master box. Then use another holocron to see if it tells you something different. This would tell us if we are being assigned random skill boxes or we actually have to hit master. It could also go a long way to explaining a lot of theories. So has anyone tried this? I tried to search through all the stuff on these boards but it's so crazy I couldn't find anything.



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elas
Fri Dec 19, 2003 9:22 am
#2

When making ubese armor I am experimenting the bottem row to get max special protection. Which row should i be experimenting on Kinetic layer and Advanced ubese segment? Im trying to get max kinetic protection and keep ham down. Thanks Much



Neas Adeb MA
Gen Industries Armor, Weapons, Deeds, Meds, Food and Smuggler good and services
Located south of Keren on Naboo 92 171
fdamstra
Fri Dec 19, 2003 9:38 am
#3

Experiment on the bottom row to increase the kinetic resist, and on the top row for the encumbrance. It's always a big tradeoff... A little bit of HAM savings often comes at a very noticable loss in resist percentages.

Pilfro
Wed Jan 21, 2004 2:14 pm
#4

Im very new to this profession, when I use a weapon tool next to a Crafting station I only get one field to Ex in, I thought I should have three Damage Duability and speed.....or something close. Is it the tool or the Xp that I have that is not letting me use all three?



_________________________________________________________
If you ever fall off the Sears Tower, just go real limp, because maybe you'll look like a dummy and people will try to catch you because, hey, free dummy
JH
sciguyCO
Wed Jan 21, 2004 2:46 pm
#5

This may be a silly question, but what are you crafting? A weapon (survival knife, cdef pistol) has four categories: Damage (which includes speed), Durability, Efficiency, and Range. Crafting tools and weapon powerups have only one category (Effectiveness). Foods have three categories (Duration, Buff size, quantity), and harvesters have two (extraction rate and hopper size).


Your level shouldn't have any effect on the experimentation categories you can put points into, although it does set how many experimentation points you have available to use.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Vendor_Inside_TM
Wed Aug 11, 2004 7:35 am
#6

Hey
pls anyone explain some things:
- what determines how many points i will have to experiment on a certain item?
- does it give more xp when i experiment?
thx a lot



-{ INC Malls}- Infinty
HQ Mos Lyria / Tatooine
Shops on Naboo / Corellia coming soon
darkspym7
Wed Aug 11, 2004 7:57 am
#7

Experimentation is determined by the item. Each item has different experimentation options. Powerups, for example, require resources with a high OQ. If you have resources with a high enough OQ, then you can max out your experimentation points. I'm not sure if there is any equation to determine the number of experimentation points. Experimentation has no effect on xp gaining, unless you look at a chef's food for gaining xp.



Imic Ko-Ki

CEO of Imic Industries
STC (Quality Tools and Vehicles by Imic) at -3705 4986 on Naboo
STC (Imic Industries Mining Corp) at -3707 4985 on Naboo
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CMC (Repair Tools and Vehicals by Imic) at 1058 -4211 on Corellia
CommanderKendall
Wed Aug 11, 2004 8:12 am
#8

Experimentation points are based on the number of skills you have in your respective crafting class. As an artisan you'll gain experimentation points as you progress up the skill trees, which can then be used when you're creating an item in a crafting tool which matches a crafting station nearby (Weapon Droid & General crafting tool used with public and/or private Weapon, Droid & General crafting station). He is correct that the resources play a role, but incorrect in the role they play. The quality of the resources determines the starting point for experimentation, such that for each item, you'll have a better result if you use items with high statistics in each category required by the item (some have more than one category and as you put resources into the schematic it will average the statistic of each reasource used for those categories, Overall Quality, Toughness, ect.). Experimentation then allows you a chance to further increase the quality of the item in each category. For example weapons experimentation allows increasing damage minimum and maximum, increasing accuracy at specific ranges, decreasing cost of specials, increasing durability of the weapon and the like. Other items have other categories for experimentation which tie in to what type of item it is. Such that food and medical items have effect, duration, skill level required and number ofuses experimentation.

One good resource to use for crafting information is www.swgcraft.com.

Hope this helps!




Just my thoughts, do with them what you will.

CommanderKendall
Kesspia Ga'loc - Lowca
sciguyCO
Wed Aug 11, 2004 11:30 am
#9

You get one experimentation point to spend for every+10 in your "{profession} Experimentation" skill. Each crafting profession has it's own skill (Artisan Experimentation, Food Experimentation, Medical Experimentation, etc), and skill in one doesn't help crafting items from another. You gain Artisan Experimentation in the Artisan profession (the engineering and Dom Arts branches), and that applies to every schematic gained from an Artisan skill box (and only those). Weapon Experimentation only applies to schematics gained in the weaponsmith profession, so a weaponsmith doesn't have any bonuseswhen making artisan-level weapons (CDEF guns, survival knife, wood staff, etc).


Every crafting profession goes up to +100 Experimentation when you get to Master (although I think Med experimentation is split across Medic and Doctor) giving Master crafters 10 experimentation points to work with. In addition, you can get +experimentation skill tapes. Skill tapes cap out at +25 over an entire outfit (any higher bonuses are ignored), so it's possible with these tapes to get 12 experimentation points: 10 for skill boxes + 2 from tapes. Oh, and if you're a human you could theoretically have 14 Artisan experimentation points: +100Artisan Experimentation (from EngIV and DomArtsIV) + 15 (Human racial bonus) + 25 (max skill tape bonus) = 140 Artisan Experimentation.


Experimentation has no effect on xp gained creating an item.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Guruweaver
Wed Aug 11, 2004 1:05 pm
#10

The XP granted by making an item is based on the quantity of resources consumed in its construction. So, yes.

Take care,
Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Vendor_Inside_TM
Thu Aug 12, 2004 12:24 am
#11

hey thanx a lot for those good answers-just getting deeper into evrything and dont have so much time to play

1 more thing though..
i read somewhere else here that the xp u gain is based on the number of ress
eg 200 metal-> 100xp or sth

IS THAT TRUE?



-{ INC Malls}- Infinty
HQ Mos Lyria / Tatooine
Shops on Naboo / Corellia coming soon
jason67
Thu Aug 12, 2004 6:13 am
#12






Vendor_Inside_TM wrote:
hey thanx a lot for those good answers-just getting deeper into evrything and dont have so much time to play

1 more thing though..
i read somewhere else here that the xp u gain is based on the number of ress
eg 200 metal-> 100xp or sth

IS THAT TRUE?





That is the general rule of thumb but please note that not all items follow that exactly. There are several items where you get a lower amount of XP vs resources used, but in general you can expect to see a 2:1 ratio.





HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
EanobSisun
Tue Dec 21, 2004 7:23 am
#13

how do I experiment with the items I build? im artisan 4/3/0/3 and im builed installations with a one of thoes tools needed for that
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