Artisan Archive
Thread: experimentation skill question.
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Capt
Thu Mar 10, 2005 8:50 am
#1
I've tried doing a few searches on this, but not really been able to find anything - so I thought I'd just throw the questions out.
Now, I've been crafting in some manner almost since I started the game nearly a year ago, which actually makes this an almost embarrassing question.
Experimentation: better to do it point by point, or in as many points at a time?
ie: which gives more chance of Amazing Successes.
I'm currently a Master Artisan and Master Weaponsmith (Human), and the amazing successes doesn't really affect any Artisan products I make, as I very rarely have anything that needs experimented on more than 1 line (except CDEFs - should make them).
Thing is, I've very rarely even seen an amazing success in either profession (last notable one was when I was bored and decided to experiment on a Weapon Upgrade Kit of all things - something that doesn't even need quality!)
I know that the more I experiment that the longer any factory runs will last, but I'm looking to get a few more amazings for the Weapons I craft, so that I can affect the range too with more points (only 10-point just now, no FS experimentation)
Any clarification required for my question?
Now, I've been crafting in some manner almost since I started the game nearly a year ago, which actually makes this an almost embarrassing question.
Experimentation: better to do it point by point, or in as many points at a time?
ie: which gives more chance of Amazing Successes.
I'm currently a Master Artisan and Master Weaponsmith (Human), and the amazing successes doesn't really affect any Artisan products I make, as I very rarely have anything that needs experimented on more than 1 line (except CDEFs - should make them).
Thing is, I've very rarely even seen an amazing success in either profession (last notable one was when I was bored and decided to experiment on a Weapon Upgrade Kit of all things - something that doesn't even need quality!)
I know that the more I experiment that the longer any factory runs will last, but I'm looking to get a few more amazings for the Weapons I craft, so that I can affect the range too with more points (only 10-point just now, no FS experimentation)
Any clarification required for my question?
Tralmek
Thu Mar 10, 2005 12:22 pm
#2
As you probably know since you've been crafting for a year, experimentation is purely a random roll.
It comes down to a personal preferance as to whether or not you do all your experimentation at once or you do it one or two points at a time.
Personally, I've had better luck only using one or two experimentation points at a time, although it becomes all the more frustrating when you've made it through all but one point and you crit fail on that last one. However, doing it one point at a time allows you a chance to recover somefrom bad rolls of the dice when they happen early in experimentation.
You're going to find a lot of superstition out here about experimenting. Some people log in, go to a gambling terminal and play a few games to see how their luck is that day. If they lose, they don't craft. If they win, they do a bunch of crafting. Other people try to time experimentation clicks "just right" to get the maximum out of their roll. The point is, we don't really know specifics of how crafting luck works with experimentation.
sciguyCO
Thu Mar 10, 2005 3:48 pm
#3
Well, you have a higher chance of an amazing success when spending fewer points. However, you get the most "bang for your buck" when you get an amazing success spending a lot of points at once.
Look at it this way:
The "standard" success is "great". Any lower than that and most crafters toss the item and try again (items made with looted components are an exception). A great success adds 7 to the category for each point spent in that category. So if you're making a weapon and the "damage" category is at 15%, spending one point and getting "great success" bumps it to 22%. Spend two more points and get a "great success" and it goes to 36%.
An amazing success adds 8 per point spent. So if those great successes had been amazing, the first point would've bumped damage up to 23%, and the second two to 39%.
Spending 7 points and getting an amazing success is the same as spending 8 points and getting a great success ( 7 points * 8 = 8 points * 7).
Now, that being said, there are a few things you can do to "stack the odds" more in your favor on getting an amazing success:
- High quality crafting tools and crafting stations. Tools cap at +15 (+14 aren't too hard to find), stations cap at +45 (42 to 44 are probably the top-end you'll come across). These don't have a huge impact on success rates, but some testing shows that they do help a bit. Public stations are apparently rated +0, droids with crafting modules appear to be in the +20-30 range.
- Research centers: player city specialization that improves experimentation success rates.
- Bespin Port: a chef drink that improves experimentation success rates (it does not add more points to spend). Top-end Port gives +11 or +12, depending on how good the Tatooine berry/fruit/tuber spawns have been lately.
- +Experimentation tapes: Each +10 gives an additional point to spend, but every +1 also shifts your experimental success a little bit in your favor. If you've got tapes/clothes with bonuses, use them, even if it's only +9.
- Force Sensitive skills: Force experimentation also improves your experimental success rate (also does not add points).
These have worked for me, but I also think that base item complexity plays a part in success rates. Foods have a pretty low complexity, it may not work as well with weapons (but should still help).
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