Artisan Archive
Thread: Experimentation risk question
What are the factors that dictate experimentation risk?
Character is a ?/?/?/4 (non-Master) Medic making stim-B, using a droid of unknown origin as a crafting station and very high quality materials. Seems like I get very high risk on some components and much lower risk on others, even though the resources all have the appropriate qualities (PE/OQ/UT) in the 900+ range. (Note: I don't know crafting, but I do know resources -- it's my main business.)
Thanks for any help, mates.
Bog
Oh, and experimenting one point at a time is less risky than dumping all your points in at once... And only ever experiment on one line item at a time, never two.
The main things I've notice affect risk are your related assembly skill (Med assembly for stims), the complexity of the item, and the number of experimentation points you do in one go. With a better assembly skill, the risk goes down. With a higher complexity the risk goes up (and this takes into account the complexity increase you get when you experiment). And trying to make a bigger change makes the risk go up, as well as putting experimentation points into more than one category. I haven't really done enough experimentation to say whether Malleability makes a difference one way or the other, but I've never seen a schematic that uses that stat, so it makes sense.
Most crafters I've heard talk about thisput 2-3 points in a single category for each experiment. This keeps the complexity from rising too fast (which also cuts down on the time for a factory run if you're making schematics), while still keeping the risk down to conservative levels.
Bog