Artisan Archive

Thread: Artisan Experimentation?

Arlochs
Thu Jun 02, 2005 11:38 am
#1

I am very new in the game and just created a character on Bria about a week ago. As of last night, I reached CL 9 with carbine/rifle and on Artisan, I am Artisan level 4,0,0,4. I just made my 10th plot so I have 5 wind collectors and 5 different mining machines (personal ones). I am trying to generate enough money to keep things running as it seems like a lot of work right now just to maintain the maintenance fees by doing my artisan missions. But to my question. I started last night using one of the crafting stations in town and tried the experiment procedure on a couple of wind collectors. I put all 7 points into efficiency, hoping to gather more power cells with them. I received a good success. Does the experimentation mean that all future installations I make for wind collectors will be better because of the experimentation, or is it only on a case by case issue? I'm really hoping it is cumulative so that I can continue over the next week or 2 at experimenting and making better wind collectors and increase my overall efficiency. If it is a case by case (1 time benefit each time you experiment) how would a wind collector every reach maximum efficiency? It seems right now they are at about 22% or 30% efficiency. (I forgot what the number was last night)


I haven't seen anything on the forums just yet to really explain how experimentation really works and I would like to eventually be able to make some money with my craft rather than struggling every night to earn enough money to keep my maintenance paid for at least another 24 hours on all 10 of my installations and keep my super fast (joking of course) landspeeder maintained.


I appreciate responses and really appreciate the 15k tip I received last night from a jedi master, although I am not looking for handouts it did make the night work out much smoother to save me from another hour or so of mission runs. Sorry I forgot the name, but I did friend list him to hopefully return a favor someday in the future.


Stryykr - Bria
sciguyCO
Fri Jun 03, 2005 12:33 am
#2

Experimentation only improves the particular item you're making at that time. There is no connection between an experiment on a wind generator today and one you make tomorrow.


Here's a basic run down:


Almost every item that can be experimented on has stats (we'll leave things like musician instruments out of this for a bit). These stats are tied to particular experimentation categories. Wind generators have two categories: Efficiency (tied to extraction rate) and Storage (tied to hopper size).


The experimental categories are displayed as percentages between 0% and 100%. The success type of the experiment ("good success", "great success", "moderate failure") determines how much improvement (or deterioration)is applied to that percentage. For example, a "great success" increases the category +7 for every point you spent; spend 5 points and get a great success, and the percentage increases by 35.


Stats on in-game items have a minimum value (at 0% experimentation) and a maximum value (at 100%). The actual value of the stat is calculated using a linear scale between these two points and the experimental percentage you reached. You take the minimum stat value and add the stat range (Max - Min) times the experimental percentage.


For example, crafting tools have a minimum effectiveness value of -15 and a maximum effectiveness of 15. If you experiment Effectiveness to 65%, the actual stat will be:


-15 + (15 - (-15) )* 0.65 = -15 + 30 * 0.65 = 4.5

The higher you experiment a category, the closer you get to the max possible on the stats associated with that category. In elite crafting professions (mainly weaponsmith and armorsmith), items have subcomponents which also influence final stats.


The limits on the "best" item you can make is determined by the hard-coded maximum at 100% experimentation, how many points you have to spend (which increases with your "artisan experimentation" skill), and resource quality.


Resource stats determine both the maximum experimentation percentage and (along with the assembly success) the starting experimentation percentage. This is really where things start to get tricky, but the rule of thumb is to look at the stats listed under the experimental category(s) in your datapad or crafting tool, and try to find resources with those stats having high values. Learning what's considered "high value" (some resources are "capped" in certain stats), and understanding the number crunching going on behind the scenes toget the start/max experimental percentages from those stats ispart of what puts the "art" into "artisan".






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Arlochs
Fri Jun 03, 2005 12:56 am
#3

Thanks for the reply. That answered pretty much all my questions at this time.
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