Artisan Archive
Thread: Quality Tools = Better Results?
Has anyone else seen improved quality with improved tools? If so, wouldn't it be useful to distinguish this when the tool is examined? It might make a market for better quality tools on the bazaar.
Test 1: Make 6 each survival knifes using the same resource and only varying the quality of the tool used. Tools used (GCT +95% improved effectiveness - GCT +9% improved effectiveness)
95% results:
4 identical results (16-33 3.9 speed)
1 critical failure
1 more identical result (16-33 3.9 speed)
9% -
6 identical results (16-33 3.9 speed)
Test 2: Same test, just make mineral survey tools instead
95% results:
4 identical results (24%/9%)
1 critical failure
1 identical result (24%/9%)
9% results:
6 identical results (24%/9%)
So it appears that tool quality made no difference at all with these two items. Can anyone else contribute results to corroborate mine or refute them?
This is a bit upsetting as the quality of the material and experimentation can drastically effect the apparent result of the tool (as measured in increased durability or effectiveness). I contend that if materials and experimentation don't affect the result, then the numbers should stay the same and experimentation should be prevented.
I personally would like to see this fixed. Perhaps it is a bug? I like the idea of having better tools and getting better results.
Maybe since you're improving experimental effectiveness on the tools, it affects what you can accomplish experimenting with the tool.
So maybe your 95% tool can bring damage from 25% to 50%, while your 9% tool can change the knife damagefrom 25% to 28%?
Especially as right now I can craft CDEF pistols that are faster, have higher min & max damage stats, and lower action point usage costs than the D18's I can make as a novice weaponsmith. With a powerup I can get a CDEF at 3.5, 29-74 damage, whereas my D18's max out at about 55 max damage, and i'm lucky to get under 4 speed. Although I could improve if I used decent resources
So after that long winded comment, yes, experimentation on crafting tools does increase quality of crafted object.
I'm not sure myself... I brought my tools up as much as I could, but since they don't really have any stats listed, it's hard to tell if it really makes a difference.
If you feel adventurous, make the best and worst models you can. Make 10 or so of the same items on each and compare.
/shrug
i don't know what minerals you used, but my minerals usually come out at a 19-40dmg base value for weapons...
mineral quality is important.
experimentation value is important.
and I agree, higher quality tools should provide a higher efficiency of crafting - perhaps higher quality could mean less criticals and more amazings on experimentation.
grommond wrote:
Wanted to see if this was my imagination or not. Now that I've moved up the artisan ranks a bit, I am able to build much better crafting tools and survey devices. I currently can make a Generic Crafting Tool and others at 95% improved quality.
Man, what are you people using to make these crafting tools? I'm a master artisan, with 10 experimentation points to spend, and I haven't been able to get a specialized crafting tool up over 82%! Maybe it's because I'm not doing the generic one, but the specialized ones? I'm using copper with pretty good conductivity, and that really does seem to make a difference, but I haven't found any copper I'd call "outstanding".
What are the stats on the materials you're using to get such a high number on the tool?
After lots of tests of various kinds and with different tools, I can confidently say that I have better overall luck with the INFERRIOR tool.
Yes, I DID say "luck" because that's hopefully all it was. Bad luck. But . . . still . . . ya know . . . it's just not right. Aside of the failure to success ratio, I saw ZERO difference in ANY stat.
C'mon devs . . . what's the point?
While we're at it . . . can I increase the effectiveness on a camp . . . and what would that DO exactly?
There is a healing factor with camps... I would guess that experimentation could (In theory) improve the healing factor.
I've experimented on a tool and got maybe 70% on that one and built another tool from that to about 70% and then built two more from each one i built. So you see, I kept making better tools from the tools.
Sure with all that you'd notice even a minute difference. I have seen none. The only thing that changes stats that I've seen is the materials, the luck in assembling and the luck in experimenting.
I agree this should be looked into.