Artisan Archive

Thread: Artisan Experimentation and other questions

GoldnGT
Tue May 31, 2005 7:02 am
#1

Ok, I'm very new to Artisan. Avri (my alt) has been Artisan for a while but I haven't done hardly anything with her.

If I'm not mistaken, as a human, she starts as a 12pt Artisan. How do I pull the other two points to make her a 14?

Also, I crafted a few of the new speeders and the highest I can get (after experimentation) for durability is 84%. I'm using 8xx SR for my ferous and non ferous metals, but my resource for the base trim (chemical i think) has no SR stat on it. Does it need to or does it make a difference?

Also, did i read somewhere that Artisan Assembly CA's do nothing now? or are they still useful?

Thanks for all the help!



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#############################R E N I K - Former Guild Leader
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Peeter-Griffin
Tue May 31, 2005 7:42 am
#2

I can answer the part about getting only 84% after experimentation. You need recources that are near perfect like 950+ sr to get 90% values. Also about the chemical, if it doesnt have shock resistance, its probably a lubricating oil. This isnt a bad thing at all. If you want to use chemical that has high sr, then it should be one that has a higher sr than your metals or else it will only reduce the value. When you use lubricating oil, since it doesnt have an sr value, it doesnt count towards the end result, so it wont make your speeders any better, but it wont make then worse. If you do have some other chemicals with sr values better than your metals, use them, but if its lower, stick to the oil. So if you want better values than 84%, use oil or a better chemical, and get some metal thats near perfect for sr and you should be getting 90%+ in no time.



--------------------------------------------------------------------------------------
No comment...


Peeter Griffin, Ahazi
Master Artisan, Master Architect
I suppourt a pre-NGE SWG!!!
GoldnGT
Tue May 31, 2005 8:00 am
#3

Thanks for the quick response on that issue, peeter!

Anyone have an answer about the questions with the Exp. points/tapes and the assembly CA's?



############################## D A R K L E G I O N
#
#############################
#
#############################R E N I K - Former Guild Leader
#
#############################Elder Doctor / NGE Bounty Hunter
#
#############################T Y R I S
#
#############################Elder Dark Jedi Knight / NGE Jedi

Notriks
Tue May 31, 2005 8:37 am
#4

Yup - I'm using 930 Non-ferrous, 950 Ferrous and 980 Chemical - still only getting 96% after experimentation, bet hey-ho.
ordio
Tue May 31, 2005 10:07 am
#5

I use a 1000 SR (alum i believe), and 985 SR (copper), and i can max out experiementation everytime, with 1 exp point left over... (99.5%)... This is with the new vehicles, AV21, and older vehicles..


In regards to your Q about the 12 point artisan, thatis incorrect.


At Master Artisan, you get 100 Artisan Experiement points... But as a human, you get +15 bonus on experimentation... Thus you are a 11 point artisan.


To get up to 14 point, you need to aquire CA's that will give you another 25 points in experimentation... I haven't dabbed much in what Artisans can make and what helps with the extra, so i can't answer that for you.


Artisan Assembly... i guess it helps with assembly, but i don't know... You dont' lose your items if you get a critical failure... but i haven't had one of those in quite a while...


I hope that answers your questions!





Valcyn: Etevei Iomag (CL 90 Jedi/Master Ace Smuggler Pilot), Ordio (Master Trader-Engineer)
Valcyn #2: Eppav Iomag (CL75 Smuggler), Yve Iomag (Master Entertainer). Living in Galatorbria, Rori.
Vendor located just outside of Restuss at (/wayp 4878 6375) - Spice, Looted Weapons, Armor, Buff Items and other Misc items. This is also the drop off location
Sunrunner: Mumybecca (CL 14 BH).
sciguyCO
Tue May 31, 2005 11:05 am
#6

Experimentation points:

You get one experimentation point for every +10 you have in "Artisan experimentation" when making artisan items.


At 44xx Artisan you get +100 from skill boxes. As a human, you get a +15 racial bonus to artisan experimentation, so with no skill tapes you'll have 11 points. The max mod you can get from skill tapes (total across every piece of clothing) is +25. So a 44xx human artisan with +25 in tapes has 100 + 15 + 25 = 140 artisan experimentation, so you'll have 14 experimentation points.


Having more than 10 points to spend is really only important when making items with multiple experimental categories, like food and powerups. For single-category items (crafting tools and vehicles), you can max out the category with only 10.


Assembly tapes

The assembly skill determines the "success type" of the initial combination. This determines the starting percentage of the experimental category(s). A "great success" has better starting percentages (and item stats) than a "good" or "moderate success".


However, a "great success" is almost a sure thing once you hit around 75 Artisan Assembly (you get +100 at 44xx artisan). And as far as I've been able to determine, artisan items don't come out any better with an "amazing success" than they do with a "great success". So +artisan assembly tapes don't really give you any benefit unless you're not taking the full engineering or Dom Arts branches.


ResourceStats and Experimenation:

For the vehicle experimentation, if a resource does not have a required stat it has no effect on the max experimentatal percentage (either positive or negative). I can't find the resource requirements for the new vehicles, so I'll use some made-up numbers.


Let's say it requires 1000 ferrous metal, 1500 non-ferrous metal, and 500 chemical. Your non-ferrous has SR 870, the non-ferrous SR 900, and the chem doesn't have any.


The "weighted SR" of all those resources is calculated by multiplying the SR of a resource by the ratio of the quantity of that resource to the total number of resources having that stat:


870 * 1000 / 2500 + 900 * 1500 / 2500 = 348 + 540 = 888


For vehicles, Durability depends 100% on SR, so that's all that's needed. The maximum experimental percentage is 1/10th of the weighted SR, so with those resources you'll be able to get up to 88% durability. Because of the way these are calculated, the resource(s) with the higher quantity have a larger effect on the final quality of the product.


For items with a categorydepending on multiple stats (for example, food filling depends on 75% DR / 25% OQ), you get the weighted value of each stat across all the resources, then multiply the weighted stats by the percentages given in the schematic and add them together.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
ordio
Tue May 31, 2005 11:20 am
#7

Thanks sciguyCO... i figured some of my description was incorrect, and your description on how it all works is much better than mine...


I forgot that to max out experiementation, that it only requires 44xx...





Valcyn: Etevei Iomag (CL 90 Jedi/Master Ace Smuggler Pilot), Ordio (Master Trader-Engineer)
Valcyn #2: Eppav Iomag (CL75 Smuggler), Yve Iomag (Master Entertainer). Living in Galatorbria, Rori.
Vendor located just outside of Restuss at (/wayp 4878 6375) - Spice, Looted Weapons, Armor, Buff Items and other Misc items. This is also the drop off location
Sunrunner: Mumybecca (CL 14 BH).
UbifaA
Tue May 31, 2005 9:00 pm
#8






sciguyCO wrote:

Experimentation points:

You get one experimentation point for every +10 you have in "Artisan experimentation" when making artisan items.


At 44xx Artisan you get +100 from skill boxes. As a human, you get a +15 racial bonus to artisan experimentation, so with no skill tapes you'll have 11 points. The max mod you can get from skill tapes (total across every piece of clothing) is +25. So a 44xx human artisan with +25 in tapes has 100 + 15 + 25 = 140 artisan experimentation, so you'll have 14 experimentation points.


Having more than 10 points to spend is really only important when making items with multiple experimental categories, like food and powerups. For single-category items (crafting tools and vehicles), you can max out the category with only 10.


Assembly tapes

The assembly skill determines the "success type" of the initial combination. This determines the starting percentage of the experimental category(s). A "great success" has better starting percentages (and item stats) than a "good" or "moderate success".


However, a "great success" is almost a sure thing once you hit around 75 Artisan Assembly (you get +100 at 44xx artisan). And as far as I've been able to determine, artisan items don't come out any better with an "amazing success" than they do with a "great success". So +artisan assembly tapes don't really give you any benefit unless you're not taking the full engineering or Dom Arts branches.


ResourceStats and Experimenation:

For the vehicle experimentation, if a resource does not have a required stat it has no effect on the max experimentatal percentage (either positive or negative). I can't find the resource requirements for the new vehicles, so I'll use some made-up numbers.


Let's say it requires 1000 ferrous metal, 1500 non-ferrous metal, and 500 chemical. Your non-ferrous has SR 870, the non-ferrous SR 900, and the chem doesn't have any.


The "weighted SR" of all those resources is calculated by multiplying the SR of a resource by the ratio of the quantity of that resource to the total number of resources having that stat:


870 * 1000 / 2500 + 900 * 1500 / 2500 = 348 + 540 = 888


For vehicles, Durability depends 100% on SR, so that's all that's needed. The maximum experimental percentage is 1/10th of the weighted SR, so with those resources you'll be able to get up to 88% durability. Because of the way these are calculated, the resource(s) with the higher quantity have a larger effect on the final quality of the product.


For items with a categorydepending on multiple stats (for example, food filling depends on 75% DR / 25% OQ), you get the weighted value of each stat across all the resources, then multiply the weighted stats by the percentages given in the schematic and add them together.




you just explained a whole lot for me
refleks
Tue May 31, 2005 9:09 pm
#9






ordio wrote:

I use a 1000 SR (alum i believe), and 985 SR (copper), and i can max out experiementation everytime, with 1 exp point left over... (99.5%)... This is with the new vehicles, AV21, and older vehicles..


In regards to your Q about the 12 point artisan, thatis incorrect.


At Master Artisan, you get 100 Artisan Experiement points... But as a human, you get +15 bonus on experimentation... Thus you are a 11 point artisan.


To get up to 14 point, you need to aquire CA's that will give you another 25 points in experimentation... I haven't dabbed much in what Artisans can make and what helps with the extra, so i can't answer that for you.


Artisan Assembly... i guess it helps with assembly, but i don't know... You dont' lose your items if you get a critical failure... but i haven't had one of those in quite a while...


I hope that answers your questions!







In the olden days, extra point or 2 were nice on bone armor, but thats gone now so :/




Kashmo Target - Shipwright - Chimaera - Angry European.
Kristian Omaha - An even more angry european - Elder Jedi
Shop at Coronet: -171 -5668 (Doubt there is anything left.)
Back from 10 months leave.
Proud owner of: A YT-1300, Y-8, M-22 Krayt, A Yacht, A JSF, A Vaksai, and hopefully soon an Arc.
UbifaA
Tue May 31, 2005 9:20 pm
#10

is there any food or drink that can be taken instead of those extra 5 points as a humna i need to be +12 ?
sciguyCO
Wed Jun 01, 2005 10:35 am
#11






UbifaA wrote:

is there any food or drink that can be taken instead of those extra 5 points as a humna i need to be +12 ?




No. There's Bespin port which gives a bonus to experimentation success (good, great, amazing, etc), but does not grant more points. The only way to gain more points is with skill tapes.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
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