Artisan Archive

Thread: Quality Tools = Better Results?

Moresheth
Thu Jul 17, 2003 6:29 am
#14

I've made a range of crafting tools with varying percentages, but I've failed to see any difference at all in any of them. However, once when I was crafting at a public crafting station (because it was convenient at the time, although I almost always use a private one now), I got 3 "amazing" success with all the rest "greats." Normally, I only see either "greats" or the occasional "failure" when experimenting on general crafting items (Master Artisan). This can hardly be called a proven theory, since I only did it once, but that time is the only time I've noticed different result then normal, and it was with the crafting station, not the tool. Doubt this helps, but it may providea direction for exploration.


Personally, I'd like to see this straight from the mouth of a Dev -does the efficiency matter on tools, and if so, why aren't there stats listed when examined?


I won't believe it makes a difference until then.


Lekse Verlakk


GAC Corporation


Radiant Weaponsmith

grommond
Thu Jul 17, 2003 11:22 am
#15

I think it *should* make a difference but based on my testing it doesn't make a difference. I agree we need a dev to chime in on this. Materials and experimentation make big differences, why not the quality of the tool? *If* the devs meant for it to make a difference it is bugged right now, and *If* it eventually does make a difference we need the quality to show up when the tool is examined (such as on the bazaar). This could create a market for top quality tools charging much more than the average fora GCT, etc...



Oh and to answer the question on how to get a tool to 95%, I think tools care about conductivity and decay resistance? Can't quite remember. I've been using some choice copper which has a conductivity rating of like 970.

Draznar
Thu Jul 17, 2003 11:27 am
#16

I make 92% Exp tools and name them as such. I have found that I have more success with experimentation with my highr % tools.



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Zarghanon
Thu Jul 17, 2003 11:36 am
#17

Used Sibelch and Katsenite. The base point for starting experimentation was 24% and 18%. Can anyone else post what resources they used and what their starting point for experimentation was? Oh, I usually bump both stats not just effectiveness.



Regards

Jukskei Boomkweker(CTO)
Bombardier Industries - "We kill it, You clean it"
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DToxWeaponsInc
Thu Jul 17, 2003 1:44 pm
#18

At the Master Artisan level, you will not see any difference between an experimented 90+% Effectiveness crafting tool, and a non-experimented, <10% Effectiveness tool. Your Artisan Assembly and Artisan Experimentation skills are so high, that you're no longer being judged by your skill, you're simply a slave to the random number generators which drive these processes.


As a Novice Weaponsmith, I crafted myself a set of Weapon kits, with no experimentation. I ground up to Advanced Melee using those kits, and started to craft Vibro Knucklers. My Weaponcrafting Assemby and Experimentation were very low, since I had not trained Techniques yet, so I kept getting constant normal successes, moderate failures, or moderate successes, with the odd good or great success. However, it dawned on me that I could *try* and make better Weapon kits, as there was really little else I could do to try and help myself out, other than raise Techniques.


Anyhow, I crafted up 4 Weapons kits at 90+% Experimentation and started mass-producing Vibro Knucklers. The steadiness of Moderate Successes, and the huge increase in Good and Great successes were phenomenal and very, very noticeable. At that point in time, I did keep a record of min/max damage, and attack speed, and calculated it out as Damage per second, and using the newer, experimented kits, my DPS went up a good 1 to 2 points on average.


I don't have the data to put up here, but beleive me, when you get into your real professions, you'll see a nice difference between using regular kits, and 90+% effectiveness kits.





Master D'Tox - "Master Weaponsmith"

"You don't want to be on the bleeding edge of my technology"
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grommond
Fri Jul 18, 2003 12:19 am
#19

Sorry but "I have found" isn't good enough. Do you have some time to do a test comparing your 92% tool with a junk tool? Can you post the results here? My testing found that there was no difference. I'd love to be proven wrong, but I'm not hopeful.
Kinch-Sopahl
Fri Jul 18, 2003 6:13 am
#20

That would make sense seeing as the basic artisan skills (even up to master) are mainly a foundational skill that branches into a pointed/focused skill (weapon-armoursmith etc.)




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Permethrin
Fri Jul 18, 2003 6:21 am
#21

My experience is the same as DTox's with respect to D-18's. By upgrading my kits, I find that a moderate success translates into an increase (or at least stay the same) for product stats, where as it would mean a decrease in statsusing my old kits.
Kinch-Sopahl
Fri Jul 18, 2003 8:22 am
#22

as a side note - I've noticed on my galaxy - not too many people are selling the higher grade carbines, though I see tons of pistols and rifles





____________________
It is by Caffeine alone I set my mind in motion
It is by the beans of Java that thoughts acquire speed
The hands acquire shakes, the shakes become a warning
It is by Caffeine alone I set my mind in motion"


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