Artisan Archive
Thread: Tool Effectiveness
My husband and I have tinkered with this some and he can make tools that have a tool effectiveness of 11.88, as the ones I was using -7.00ish. But neither I or him can see any difference in the quality of things we make with the 11.88 tool compared to the -7 one. He made Weapon/Droid/general craft tool as well as Food/Chemical one...after 30ish items were made with each tool, it appeared that both created equal quality items...
Is this bugged, or are we missing something?
OK the answer is probably obvious but just have to ask.
I just made a newweapons crafting tool last night and for giggles I experimented with its effectiveness. When I was done, I looked on it and I noticed a stat saying tool effectiveness -1.58 . I hadn't seen this before so I then looked at the other tools I ad been grinding with. They ranged from -8.0 to -14.0 .
What does this affect? The chances for crit failures? The chances for amazing success? I am assuming that is the case.
Has anyone ever made a postive tool? IF so what was the number that they had. I take it from now on when I am trying to make quality guns I am going to have to have a high quality tool.
If anyone can explain this a little more, I would greatly appreciate it.
Please look around the board a little more before posting and you may find your question. While this talks about crafting stations, it applies to tools as well:
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=9954
Hoi!
Does anyone know what Tool Effectiveness is for? Do I have less criticals with a higher Effectiveness? Or maybe more and better Successes?
What is the highest Number the Tool Effectiveness can have?
Same thing with Crafting Stations... But I think theyre Effectiveness stands for the same thing ...
A confused Artisian
There is a huge debate about this, and no devs or higher powers will coment about it. I have done tests and from my experimentsI dont think it helps, I was using crappy -6.45 tools and a really low crafting station rating and thoughtI could lower the odds of crit fails so Iremade all my tools, 13.98 and the station in my driod is a lot better than my old one, and I swear I was getting more criticals than before.
Somedays I will go the whole day with no more than 2 crit fails, then the next dayhave them left and right sometimes 2 in a row. My theory is they made craftinglike the resource shifts that on some days you just werent meant to craft because the odds are really against you but then maybe the next day things are more stacked in your favor. Either way when I make driods for people crafting stations and medical mods are the only things that I experiment on to get a good rating just in case.
I just wish we could get feedback from ahigher authority and tell us how it works, because basically everything I have said and everything you read is just speculation.
I think the lack of any response whatsoever to the question of crafting/repair tools indicates that they do not work as intended and we will only hear about them when they're fixed
Exactly what I fear, Bianca (sorry if spelled wrong) can you put a word in to the devs or whoever about this?
There is no official word on this right now, you will all be relieved to know that all of the Correspondents of professions who use crafting tools are interested in the answer to this.
I have made it known that this is an important issue for us, and I will post official word on this as soon as it's available.
Bianca Minola
I pulled this from my archives. Keep your tools fresh, though!
As a crafter, I have been curious about what the impact of crafting tool use and quality (experimented or not) has on experimentation, so I did a little study.
I made four weapon crafting tools with the same material. Two were not experimented on (basic) and two were fully experimented (I was able to get them to 84%). My character is a novice weaponsmith and had Firearms 1 and Techniques 1 at the time I did this study. I then took one of the basic and experimented tools and did a marathon grind of about 250 projectile rifle barrels using them.
That left me with four specialty crafting tools A) basic new; B) basic used; C) experimented new; D) experimented used. I then made 28 blaster power handlers (7 with each tool). All power handlers were made with identical resources. I checked each power handler before the experimentation stage to insure they had the same starting stats (3-Min Dam; 5-Max Dam; Attack Speed-0.11). Experimentation was then run keeping track of level of success, final minimum damage; final maximum damage; and impact on attack speed. Here's the results:
Success Level Min Dam Max Dam A.S.
Basic Used 3.00 3.14 4.71 -0.1257
Exper Used3.00 3.43 4.14 -0.1200
Basic New 2.00 3.71 7.43 -0.1814
Exper New 3.29 2.86 6.57-0.1857
All Used 3.00 3.29 4.43 -0.1229
All New 2.64 3.29 7.00-0.1836
All Basic 2.463.43 6.07 -0.1536
All Exper 3.15 3.14 5.36 -0.1529
A new specialty crafting tool improved max damage (p=0.02) and attack speed (p=0.04), as compared to a used one, which was statistically using a student t-test even with this small a sample size. Interestingly, using a unexperimented tool versus an experimented tool had no statistical impact on the final product. The p-values on final minimum damage, final maximum damage and attack speed were greater than 0.5. The p-value on success type was 0.17.
Again, my sample size is small. Guess my conclusion is keep those tools fresh! As for whether an experimented tool has in impact, the jury is still out...
Not sure if this is what you want. but here is what I do.
I am a master artisan so i have 8 points i think to experiment.
Note: you only need 2 tree's to get all artisan experimentation points.
All the crafting tools are 100% dependent on conductivity.
So get the best copper you can get with conductivity close to 1,000.
And some good fiberplast.....The copper is more important though.
Crat away using-up all your points and you should be able to get around 13.92 or so