Armorsmith Archive
Thread: How experimentation now seems to work on Test
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.
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...
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
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.
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%.
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).