Artisan Archive
Thread: Non-Masters and experimentation: An idea
However, the chances of getting a change like the one I propose is much greater, as all it really requires, as far as I can tell, is a change to the Experimentation Point calculation formula.
Yes, good quests are really needed in this game, however I don't see that happening for a while. View this as a stop-gap, if you like.
Guru
Drashk wrote:
BeesKnees wrote:
My product isn't good enough for the DE. Bleh!)
OT -
What is the DE wanting you to make that requires Experimentation?
Experimentation on Artisan parts has ZERO impact on anything that a DE needs. If the DE in question doesn't take your word for it, point him my way and I will set him straight.
You mean that if I make a control unit and it comes out at -2 that it would work for a factory run and would be okay as a component in micro sensor suites and would satisfy the needs of the DE?
btw ... thanks for addressing this.
Umm.. (10! + ES) / sin(120%- Abs)^2= ?
j/k
sounds like a nice plan.. gj guru
Message Edited by Gooney on 01-28-2005 01:34 PM
Guruweaver wrote:
Currently, Experimentation Points (EP) are calculated from the player's Experimentation Skill (ES) this way:
EP = ES / 10
EP must be an integer, rounded down.
So a novice has +10 ES, so they get EP = 10 /10 = 1 experimentation point.
I propose changing the formula to this:
EP = 10 + Abs( ( ES - 100) / 10 ) )
So a novice with +10 ES will get EP = 10 + Abs ( (100 - 10)/10) = 10
A Master with +20 from SEAs in their clothing (A "12 point master") would calculate this way:
EP = 10 + Abs ( (120 - 100)/10) = 10 + (20/10) = 10 + 2 = 12
I understand what you are trying to say, but the math is...off...so I am having trouble following.
So a novice with +10 ES will get EP = 10 + Abs ( (100 - 10)/10) = 10
Actually, this equals 19, not 10.
EP = 10 + Abs ( (120 - 100)/10) = 10 + (20/10) = 10 + 2 = 12
This equals 12 + 2 or 14.
I think what you are expressingyou meant to be (ResultExperimination) = (ESkill)+ (RandomValue)
Where (ResultExperimintaion) is the good, great, amazing and so on. ESkill is the new modifier you suggest, and the (RandomValue) is the system's random generation.
This would allow you the stated desire you had while allowiing the numbe of points or expiramentation to be an independant calculation and have no real bearing on the actual 'roll' on result.
BeesKnees wrote:
Drashk wrote:
BeesKnees wrote:
My product isn't good enough for the DE. Bleh!)
OT -
What is the DE wanting you to make that requires Experimentation?
Experimentation on Artisan parts has ZERO impact on anything that a DE needs. If the DE in question doesn't take your word for it, point him my way and I will set him straight.
You mean that if I make a control unit and it comes out at -2 that it would work for a factory run and would be okay as a component in micro sensor suites and would satisfy the needs of the DE?
Quality does not matter at all for Droid Engineer required Artisan parts. A 0% Experimentation component will have the same benefit as a 100% Experimentation component. This includes EEMs, EGPs, Control Units, and Micro Sensors. You can use any junk resources to build these components for a Droid Engineer's requirements. BTW, you also do not need the optional component for the Micro Sensor either.
Take a look at the DE 101 guide, listed in my sig and sticked to the DE forums. Section 9 covers what needs experimenation and what doesn't need it, for a DE.
Hope that helps.
For Architect Crafting Stations and Weaponsmith PSGs, quality does matter; however I was talking about Droid Engineer requirements. I've spent countless hours testing out the quality of Artisan components in Droid Engineer crafted goods and have yet to find any proof that a well crafted Artisan part has any effect over a junked peice.
Meplorium wrote:
The electronic exp quality is used in crafting stations for sure and I believe for PSG as well.