Artisan Archive

Thread: Using experimentation pts, newbish question

FreebiEaway
Mon Sep 27, 2004 11:51 am
#1


I've looked high and low for the last half hour, through various proffaqs, through searches. I know it's here somewhere but I just can't find the answer. (searching for "experimentation" and/or "points")


Is there any difference how you use your experimentation points when crafting, on the experiment window, whether you click the max. no. of boxes at once, or one box at a time, experiment, one more box, experiment, etc? The only thing I've noticed so far is once it fails, it seems to stay at 0 even with more experimenting, and the end results of crafting simple stuff is pretty much identical..


Any help is appreciated, thank you


Freebi Eaway

"lithium powered frustration"



C:\>cd Program Files\StarWarsGalaxies



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operable program or batch file.



C:\Program Files\StarWarsGalaxies>cd ..\Sony\Station\LaunchPad



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LadyGrey
Mon Sep 27, 2004 1:04 pm
#2

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.


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.


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.




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LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
Acrod_Novys
Mon Sep 27, 2004 1:14 pm
#3

That's a hilarious quote Guru, thanks


Experimentation points are strategic. LadyGrey hit on this, and I'd like to expand upon it. If you use them in bulk, you improve crafting time--but at the cost of increased risk in a strategic sense. One extreme example is my pet breeding as a Bio-Engineer--I never use more than one exp point at a time. This is not only because all pets are single-run, but also because I need to see the results of each point, and still have the most points left over to work with after I know the result of the last one. I would guess that because of the CL system, BE requires this kind of strategy more than other professions--but I suppose it still applies.



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T
Animi
Mon Sep 27, 2004 1:21 pm
#4

When making powerups: 1 point at a time because you can get third and fourth stats to pop up.


When making any other artisan components: do them in chunks of as many as you can do for that experiment.


The reason you do it this way with other components is because getting an "amazing" success on a huge chunk of experimentation points means it will take you less points to max out that line. On products that have multiple experimentation lines, this means you will have more points left over for your second and third experimentation lines.


No, the maximum possible stats don't increase when you get an amazing success on a bunch of allocated experimentation points. It just means that it takes you fewer experimentation points to reach that max.



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Guruweaver
Tue Sep 28, 2004 12:51 am
#5

There is speculation and such about whether or not spending them all at one whack or doleing them out one at a time is better. Personally, I usually do them all at one whack. I work on this philosophy "When in doubt, gas it! It may not help, but it ends the suspense"



So, the short answer is, I don't know. There is anecdotal evidence either way.

Guru



--
Former Artisan Correspondent
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FreebiEaway
Tue Sep 28, 2004 4:45 am
#6

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?"



C:\>cd Program Files\StarWarsGalaxies



C:\Program Files\StarWarsGalaxies>del *.*

C:\Program Files\StarWarsGalaxies\*.*, Are you sure (Y/N)? n



C:\Program Files\StarWarsGalaxies>/sigh

'/sigh' is not recognized as an internal or external command,

operable program or batch file.



C:\Program Files\StarWarsGalaxies>cd ..\Sony\Station\LaunchPad



C:\Program Files\Sony\Station\LaunchPad>launchpad_


LadyGrey
Tue Sep 28, 2004 5:50 am
#7






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."





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LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
Korlan
Tue Sep 28, 2004 5:55 am
#8



The only difference I have seenin experimenting is that the complexity changes..


doing a step by step exp the complexity goes up by 1 per exp point used....



doing the exp in just one lump some just changes the complexity by a 1 or two points...


the end results with %'s stays the same asdoes the XP gained...when done either way..



thats just what i have noticed over the year lol

Message Edited by Korlan on 09-28-2004 08:56 AM



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sciguyCO
Wed Sep 29, 2004 12:41 am
#9


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).






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Tirgwystraff
Fri Oct 01, 2004 7:32 am
#10






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.










Newmoon Tirgwystraff
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" English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
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