Artisan Archive
Thread: Using experimentation pts, newbish question
So, the short answer is, I don't know. There is anecdotal evidence either way.
Guru
FreebiEaway wrote:
Thanks a lot for all your great answers, it's exactly the information I was looking for. As a side note, if I run out of points but all the boxes are highlighted, it asks if I am sure I want to stop experimenting.. I guess that's where it ends, and there's nowhere else to use'em? My assumption is that it's just not the best wording for that particular stage in crafting..
Freebi Eaway
"M.Arch. first, M.Art. second. Make sense?"
I have often regarded the wording in this game to not be the best wording for any particular setting. If all of your boxes are highlighted, then yes, you want to stop experimenting.
It is like when they use the word "storeroom" in regards to vendors. They really mean to use a longer phrase, like "the room where we store things for a short amount of time before destroying them."
Message Edited by Korlan on 09-28-2004 08:56 AM
Some more info and corrections (although I suppose these may be specific only to food):
1) The item complexity increase from experimentation does not increase factory time. The time per item is always 8s * baseComplexity (base complexity is the item's complexity listed in the schematic, not what shows in the experimentation screen). A scope (powerup with complexity 9) should take 72s per item in the factory whether you experiment one point at a time or five points at a time.
2) If a failure brings you down to 0%, no amount of experimentation will raise it up. However, if you fail but the category percentage is above 0%, further experimentation will improve the item. Unless you're dealing with a looted component, most master crafters throw away the item/schematic until they get one with all great success (all amazing for people going for top-notch items). Lower-level crafters tend to fail more, so they don't usually have that luxury.
3) The risk of failure does go up the more points you experiment at a time. However, spending more points can get you a better item if you get an amazing success. A great success increases the experimental percentage +7 per point spent. An amazing success increases the percentage +8 per point spent. So if you spend 7 points and get an amazing success (total gain +56) that's the same as spending 8 points and getting a great success (total gain also +56), which can be viewed as "saving" an experimentation point.
4) The +experimentation skill mod (both from skill boxes and tapes) improves your chances of success when experimenting (in addition to giving an experimentation point for every +10). You can also improve your success chances with better tools, stations, being in a research center player city, FS experimentation skills, or drinking Bespin Port. For most items, experimenting with 3-4 points at a time gives you mostly great success (at least at Master level).
LadyGrey wrote:
I have played around with experimentation, and I find that the total percentage that you can experiment to is not changed at all by whether you do it all at once, or one box at a time. This is assuming, of course, that every experiment is a great success or better.
Not quite true for bone armor, it follows the same rules as armorsmithing does. 4 point amazing gets you 1 free point. 8 point amazing is only 1.5 points ( more like a few greats in that mess, which brings it down). For most artisan items this is exactly true, you'll max whatever item out before you hit 10, or at 10 points.
The place where I notice a difference, is that each time your experiment, your item becomes a little more complex. If you are creating an item by hand, this is immaterial. However, if you plan on creating a schematic to run in a factory, each time you make the item more complex, you increase the amount of time it will take the factory to finish your run. And if you are running off 1000 items, that can be a fair amount of time.
Backwards. Experimenting complexity doesn't affect factory time, it affects hand crafting time. Unexperimented armorweave segment -29 seconds. Experimented 41 seconds. Etc.
So, if creating just one item, you may want to experiment one box at a time, so that a "good" result can perhaps be offset by several "great" results. For a factory run, try to do as many boxes as possible, to reduce the time that the factory needs to run.