Armorsmith Archive

Thread: How experimentation now seems to work on Test

JaatoWaals
Fri Feb 27, 2004 8:50 pm
#1

I spent some time on TC tonight and ran a number of tests. Below are my observations. I highly encourage anyone who has the time to go over to TC and check out these changes. You don't need much to run some tests- novice artisan and some sampled resources will suffice for basic tests and Engin IV will let you pretty much duplicate all the stuff I did, absent the armor tests. If you have questions, please ask and I'll do my best to figure out the answer or clarify what I said. My goal is to transfer this information to you as clearly and accurately as possible so you can draw your own opinions and formulate your own thoughts independant of mine.

Here's what I've figured out so far:

1. The min-max curves have been adjusted. Both curves now seem to be even less linear in shape. Now you'll hit the 100% max cap somwhere around 950 qual resources (formerly it would have given you a 95% cap). On the other hand, 510 quality resources cap out at around 47% and 301 qual resources at around 26%. It's going to take some time, and a fair amount of data, before I can figure out the equation. It's especially difficult due to problem 1a.

1a. Note that many times the max cap exceeded what I could get by spending all ten experimentation points. This was true, for example, when crafting a basic composite segment. Using high quality resources (855 OQ, 914 SR), I ended up getting 86%. There was still a single under-bar box and one point box that I could have filled if I'd had one more point, however. An amazing success on another trial ended up filling all the boxes and giving me 87%. In another case, while making an armor repair tool (artisan xp), after spending 10 experimentation points I hit 26% with a full point box and three under-boxes still empty. Spending the 11th point hit the cap which was 29%.

2. Experimentation points now scale with resource quality. The equation seems to be exactly as it was predicted- resource quality/1000 * .07% gives you the value per point. More data is needed to see if this equation is linear or if it reflects the nonlinear min-max equations. Note that based on the above tests, it will oftentimes take 11 experimentation points (not 10) to hit the cap for a given attribute.

3. The benefit from amazing successes does not seem to have been changed. It's still roughly equal to resource quality/1000 * .08%.

4. Amazing successes do, however, now raise the maximum caps. As far as I can tell, they raise it by the amount that they are better than a 'great' success- i.e.: ((resource quality/1000)*.08%)-((resource quality/1000)*.07%). As you can see, this value is very slight, approximately 1% when using perfect (1000 quality) resources. Unfortunately, however, due to the very small amount by which an amazing success exceeds an ordinary success, it is very difficult to measure exactly how big a benefit an amazing success is.

5. anecdotal- amazing successes seem to be linked to resource quality. I seemed to be getting a lot more amazing successes when using 940 cond materials then when using 500 cond materials, when cond was the relevant statistic.

My personal Comments: this system will greatly reward one-attribute crafting. Examples of one-attribute crafting are powerups and weapon upgrade kits. This is because you will be able to exceed the previous cap, even without perfect materials (i.e.: you can hit 100% with 950 qual resources, or lower with some amazing successes).

On the other hand, it will greatly penalize multi-attribute crafting, such as food, weapons and armor. This is because these professions tend to rely more on experimentation points that are spread out among several experimental attributes rather than only focusing on one line of experimentation. It is likely that there will be approximately a 20% drop in product quality for each level of subcomponent that the product uses, given the lower payout for each experimentation point spent. Furthermore, secondary attributes, those attributes that crafters do not emphasize primarily, but rather put leftover points in, will see drops of 40-50%, given that the resource statistics for these areas tend to be a secondary concern. The end result will be more focus on single-line crafting, such as a total focus on weapon damage/speed or armor resistances and no points placed in HAM costs/encumbrance.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
OneStarBandit
Fri Feb 27, 2004 9:09 pm
#2

Speaking bluntly, what a pisser.







The l33t PVP Bandit Death Tracker:
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LemyDaBigHairyWookie
Fri Feb 27, 2004 10:06 pm
#3








JaatoWaals wrote:

2. Experimentation points now scale with resource quality. The equation seems to be exactly as it was predicted- resource quality/1000 * .07% gives you the value per point. More data is needed to see if this equation is linear or if it reflects the nonlinear min-max equations. Note that based on the above tests, it will oftentimes take 11 experimentation points (not 10) to hit the cap for a given attribute.

5. anecdotal- amazing successes seem to be linked to resource quality. I seemed to be getting a lot more amazing successes when using 940 cond materials then when using 500 cond materials, when cond was the relevant statistic.

My personal Comments: this system will greatly reward one-attribute crafting. Examples of one-attribute crafting are powerups and weapon upgrade kits. This is because you will be able to exceed the previous cap, even without perfect materials (i.e.: you can hit 100% with 950 qual resources, or lower with some amazing successes).

On the other hand, it will greatly penalize multi-attribute crafting, such as food, weapons and armor. This is because these professions tend to rely more on experimentation points that are spread out among several experimental attributes rather than only focusing on one line of experimentation. It is likely that there will be approximately a 20% drop in product quality for each level of subcomponent that the product uses, given the lower payout for each experimentation point spent. Furthermore, secondary attributes, those attributes that crafters do not emphasize primarily, but rather put leftover points in, will see drops of 40-50%, given that the resource statistics for these areas tend to be a secondary concern. The end result will be more focus on single-line crafting, such as a total focus on weapon damage/speed or armor resistances and no points placed in HAM costs/encumbrance.






My thoughts on these 3 things


2. Basically it turns something that was onlyaverage due to gated resources into something absolutely horrid...



5. Basically it makes the system into 'He who has the best resources, the longest time as a smith, the deepest pockets wins...'


Your Personal Comments : Basically it NERFS almost every crafted item in one fell swoop...






Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
Srednii
Fri Feb 27, 2004 10:11 pm
#4

ug I don't think they should be allowed to make major world physics altering changes on a whim like this



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
RoyceCattemara
Fri Feb 27, 2004 10:51 pm
#5

I think it's kinda stupid to do this system. The Devs put it in place so that the Master Armorsmiths experiment better than the Novice AS's with better quality materials.


That'd be nice if Novice AS's had something to compete with MAS's in the first place. This'll just make AS even harder to get through without guild funding, because now, you don't have the money for the good stuff, and if you don't have the money for the good stuff, you can't make the good stuff, and if you can't make the good stuff, you can't get any money at all. Mistake.
DirthNader
Fri Feb 27, 2004 11:46 pm
#6


Who asked for this? My alt (4/4/1/4) armorsmith is getting nerfed by this "enhancement" yet my main (MBH) is still suffering from bugs that existed and were reported in beta.


To add, this reminds me of a comment someone made about what should have really been in the first publish patch notes: "Found where players were having fun and removed it."

Message Edited by DirthNader on 02-27-2004 10:48 PM



The artist formerly known as Ittov
Srednii
Sat Feb 28, 2004 12:35 am
#7

Yeah, why are they changing things that arn't broken!?!?!?! Arn't there enough bugs in this game to keep them occupied?!?!?!



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
MrMud
Sat Feb 28, 2004 2:44 am
#8

supposedly you can now remove pre nerfcrated FWG5s from crates on TC


Anyway this is a bad idea, a really bad idea for all the reasons i posted in the other tread.

I cannot fathom why they want to make this absolutely MASSIVE change to all the crafter professions that is most likely to piss off thousands of people when the system we currently use actually WORKS.


Another absolutely enormous problem that i havent thought about before is the enormous segregation that is going to take place between different schematics.

Already people are veryreluctant to use some schematics like stun, electricity andacid layers because they are based on named resources with very low target values. For example it seems that siliclastic ore will never ever be on par with amorphous gemstones when it comes tooq+sr and non ferrous metal will always be better than ferrous metal in oq+mall.

Because of this we are already reluctant to make for example acid and stun layers because we just cant get as high on the resist or as low on the HAMs. With this change however that will be even worse, after the patch these schematics that require very rare and known resources with really bad stats will become even more worthless. And it is not unlikely that it will actually be better to in some cases use normal segments instead of advanced segments because the advanced segments named resources will yeild extreemly low experimentation



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
meschuster
Sat Feb 28, 2004 6:03 am
#9

So does this mean no more 80% composite? If so, then I think it may not be too bad an idea, and I am an armorsmith, by the way. I know you will probably all hate me for saying that though, but I can live with that. I think some wouldn't be satisfied if they had 100% resists with their armor.


But I wholeheartedly agree that there are many things that really need fixed in this game before they start tearing into asystem that seems to be working just fine. Fix the out of whack PvP (which I assume they are working on in the combat/HAM revamp, but it seems to be taking longer than expected), fix wookies (please, their complaining is hurting my bothan ears. just kidding), fix bugs that have been around since beta.





Gondolin-Tarquinas
Genjin Hatsumi-Chimaera-Europe
Old-man Potts-Radiant
JaatoWaals
Sat Feb 28, 2004 7:11 am
#10

No. Since making 80% or 90% resist composite is basically one-line crafting (you put all your experimentation points into one line and try to max it out), it'll actually get easier to make 90% resist composite. Indeed, given the way the crafting system on test seems to work, it appears that you'll be able to hit the 100% experimentation mark while using only around 940 qual materials. That means 100% experimented base resist layers and possibly even 100% experimented base resist segments if you've been collecting colat/kiirium/polysteel for long enough (neither of which is possible on live without 1000 qual resources).

So based on this new system, expect to be able to make high-encumb 72-73% armor more easily (with a corresponding 20% encumbrance raise, of course), everything else will have the same resists but have an encumbrance increase of around 20%.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
MrMud
Sat Feb 28, 2004 8:17 am
#11

but even as a smith with over 6 months behind me there are some resources that are pretty bad. I mean our next best naboo fiber ever (the best sells for insane ammounts) is a bit over 1600 in oq+sr and the beyrllis copper is even worse with 1400



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
Seltak Armor - Coronet - Corellia (625 -5113), EFF Fortress Mall - Fortress - Lok ( -2186 -3778)
Buying Giant Dune Kimogila Scales - Price negotiable
Brissa
Unlocked 24 April 2004 @ 32 professions
Ail
Sat Feb 28, 2004 11:32 am
#12

Hmm this should mainly penalize us for segments.


For both layers and final assembly we have resources to get us above 90% on Valcyn..( I wanna see if I can get ham experimented to 100% with the new stuff eh eh).






Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

Ryche_Mykola
Sat Feb 28, 2004 11:44 am
#13

Jaato -

So are youpredicting less variation now in the suits of armor between Masters now? ie.......Is everyone's Composite going to look almost exactly the same now? I'd say most of the old school masters have the same resources on each server.


All I really see this doing is preventing us from putting our extra 2-3 points into HAM reduction. Since most people are already buffing to just get there armor on I really don't see any purpose in this. Also Armor Experimentation SEA's are going to be even more ridiculously priced.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
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