Artisan Archive

Thread: How experimenting seems to be working on test now

Utess
Fri Feb 27, 2004 8:09 pm
#1

With publish 7 on test, it appears that the quality of your materials is the only thing that matters for experimenting.


More specifically, the quality of the materials in the areas that are important *and* the amount of that material used in the crafting process.


So, to use a swoop bike as an example:


- with good quality materials all around, you will actually see a boost in your experimentation percentage than before. Using the same materials, pre patch I was averaging 91% experimentation, post patch I am getting 98% experimentation on my swoop bikes, with 100% experimentation if I get an amazing success when i add the final points.


- With good quality ferrous metals but poor non-ferrous, you will still get very good experimentation. This is due to there being so much more ferrous metal used. With good quality steel and the poorest copper I could find, I was still getting 94% experimentation on my swoops.


- However, if the majority of the materials used are of poor quality, then your experimentation will be hurt much more than it was prior to publish 7. With poor quality steel but good non-ferrous, my experimenting came out much poorer than it would have pre-patch.


The end result is experimentation seems to rely completely on the quality of the materials used and the amount of the material used in crafting determining how much influence that material will have on the final quality of the product.


With great materials, your results will be better than they used to be, but with worse materials it seems to hurt you more now too.


Finally, I havn't tested enough yet to be sure, but critical fails when experimenting(they happen less now from what i can tell) seem to hurt you more, while amazing successes seem to help you more than before. I'll need to test more to verify this though.


All this is subject to change though since its in testing right now, and very early in testing too But that seems to be how things operate now from what I can tell and from reports I have heard from others regarding anything crafed.



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
stryfex03
Sat Feb 28, 2004 12:55 am
#2

Hmm.... can you try making a CDEF Rifle? Or anything else w/ more than 1 area of experimentation? I'd like to see how it'll turn out.
Utess
Sat Feb 28, 2004 6:16 am
#3

I'lltry to run some more test tomorrow if I can get the chance and try out more items that have multiple experimentation options. In general, at master artisan, I'm seeing improved success across the board on all items. All the elite crafting professions, however,are reporting big losses in the quality of their products


I've posted a bit in the in testing forum, but it seems like its either higher item complexity makes it really really hard to make a good product, being limited to certain resource types is causing it to be near impossible to get overall high quality resources to get good experimentation,a combination of the two, or something is just broken


I can say, though, that so far I'm getting terrific results on the Artisan only level items compared to the old system.



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
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