Armorsmith Archive
Thread: Question: 11+ experimentation points
Page 1 of 1
IDarkEternal
Tue Aug 10, 2004 10:32 am
#1
I know ther are armorattachmens and clothing attachments that add to experimentation, but I'm curious as to how many poiints I need tin order to get up to the extra experimentation points that I see armorsmiths have. I see attachments on the trade forums with +4 - +14 to experimentaiton and I'm curious if they are worth getting. I'm also curious how many "+ to experimentation" points would be needed to get the extra experimentation points.
speardancer
Tue Aug 10, 2004 11:04 am
#2
Every +10 to the "armor experimentation" skill gives you one extra point in the experimentation screen.
Hard cap for the bonus overall is +25, or 2 experimentation points.
Hard cap for the bonus overall is +25, or 2 experimentation points.
IDarkEternal
Tue Aug 10, 2004 5:34 pm
#3
Ok, thanks for the info. So basicially as long as you get +20 you'll get the extra +2 points to play with? There's really no point in getting the extra 5 to cap it out then, is there?
TalynMox
Tue Aug 10, 2004 7:55 pm
#4
IDarkEternal wrote:Ok, thanks for the info. So basicially as long as you get +20 you'll get the extra +2 points to play with? There's really no point in getting the extra 5 to cap it out then, is there?
Beyond sheer bragging rights no, +20 is all you need to get the full 12 points
Bahboo
Thu Aug 12, 2004 3:11 pm
#5
The armor experimentation bonus also applies to the success rolls of your experimentation attempts so there is a reason to get the extra +5.
Keuller
Thu Aug 12, 2004 3:21 pm
#6
Armor assembly skill affects the experimentation rolls (and assembly rolls), armor experimentation only affects how many exp pts you get.
Blimigerite
Thu Aug 12, 2004 3:52 pm
#7
Keuller wrote:
Armor assembly skill affects the experimentation rolls (and assembly rolls), armor experimentation only affects how many exp pts you get.
This is exactly right.
Page 1 of 1