Artisan Archive

Thread: Please Sticky: YES, Human Artisans can have 14 Experimentation Points!

Animi
Sun Oct 24, 2004 11:33 am
#1

OK, this question has been asked a million times and needs to have the answer as a sticky: What are the maximum number of experimentation points an artisan can have?

For any species OTHER THAN HUMAN, the answer is 12 points. Humans, however, have a species bonus of +15 to artisan experimentation. When combined with skill tapes which add up to +25 artisan experimentation, it gives the human artisan an experimentation skill of 140, which equates to 14 experimentation points.

For the doubters out there, here is a picture of the experimentation screen on my human master artisan. As you can see on the left side of the picture, I have 14 points to use.

This comes in very handy when making artisan foods and other artisan products with multiple experimentation lines.

Message Edited by Animi on 10-24-2004 01:34 PM



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Cobacca1
Sun Oct 24, 2004 3:30 pm
#2

I had no idea that this was a point of contention... I have been a human with 14 experiments points for months. Why would someone doubt it?



___Cobacca___
Master Commando of Tarquinas
Generations Guild (GEN)

GraySeven
Sun Oct 24, 2004 3:40 pm
#3

If this is true, then it is a bug and should be /bug -ed. The Dev's have stated for a long time that the max bonus for skills tops out at the +120 skill level. No matter how high above that you get, only the +120 counts NO MATTER WHERE THE SKILL POINTS COME FROM. They made no exceptions to this rule during the discussions on SEA's and other skill mod's for any profession.


Unless the Dev's decided that Artisan needed some love, this will probably change now that the cat is out of the bag.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
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Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Animi
Sun Oct 24, 2004 5:19 pm
#4






GraySeven wrote:

If this is true, then it is a bug and should be /bug -ed. The Dev's have stated for a long time that the max bonus for skills tops out at the +120 skill level. No matter how high above that you get, only the +120 counts NO MATTER WHERE THE SKILL POINTS COME FROM. They made no exceptions to this rule during the discussions on SEA's and other skill mod's for any profession.


Unless the Dev's decided that Artisan needed some love, this will probably change now that the cat is out of the bag.





Please point to the dev post where they said what you claim.


This has been around since launch. It's a feature, nota bug. The cat has been out of the bag since they designed the crafting system. Go ahead and submit a bug report and a CSR ticket.





Trost Bemin Profession Undecided
Tsort Nimeb Munitions Trader Extraordinaire
- Back with a Vengeance. (1) (2) (3)
- Bemin Industries Armor - On Sale Now!
- How to Fix the NGE
Cobacca1
Sun Oct 24, 2004 5:52 pm
#5

The 14 points of experimentation aren't very useful... there are very few items in the Artisan category that are experimented on more than 1 line, and it only takes 10 points to max out 1 line. The few items that take more than 1 line are useless items that nobody buys like CDEF weapons. Before you call the "experimentation storm troopers" on human artisans, you might want to consider that.


And as far as I can remember, they have stated that you can get +25 to your maximum, which in the case of humans is 115 + 25 = 140. Not sure that I have ever seen them use the +120 number for ANY skill, since there are several that go beyond that (unarmed damage for TK for example, I believe tops out at 250)



___Cobacca___
Master Commando of Tarquinas
Generations Guild (GEN)

GraySeven
Sun Oct 24, 2004 6:22 pm
#6

I'm a human MA myself, and am not worried about any Stormtroopers. The actual system allows for a maximum usable skill level of +125, but since you only get another experimentation point every 10 skill points, the extra +5 is wasted. I do not know if this is true of combat skills, but I do know that Creature Taming and Creature Harvesting both top out at +125. You can have higher shown on your skills chart, but it has no effect beyond the +125 level.


You can use more than +25 in mods. You just get no use out of anything over a total skill of +125.


I'm not entirely sure if any other Race gives experimentation bonuses to anything, but the conversations concerning SEA's, skill points etc pointed to the +125 cap to be a universal maximum regardless of how or where those extra points came from.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

sciguyCO
Sun Oct 24, 2004 6:30 pm
#7






GraySeven wrote:

If this is true, then it is a bug and should be /bug -ed. The Dev's have stated for a long time that the max bonus for skills tops out at the +120 skill level. No matter how high above that you get, only the +120 counts NO MATTER WHERE THE SKILL POINTS COME FROM. They made no exceptions to this rule during the discussions on SEA's and other skill mod's for any profession.


Unless the Dev's decided that Artisan needed some love, this will probably change now that the cat is out of the bag.



The only skills with a cap of 120 are melee defense, ranged defense, dodge, counterattack, and block. And that is only capped with bonuses from skill boxes. You can still add +25 from SEAs and any applicable food or Squad Leader bonuses on top of that. The 120 cap wasn't even an initial design, it was added in somewhere around publish 6 or 7 to limit defense stackers.


This was covered during one of the stratics Dev chats, which unfortunately I can't find in their archives. If you've got a link to a Dev post that disputes this, though, I'll gladly correct my information.


So any skill other than those five can have any value, taking into account skill point limitations, available racial bonuses, the +25 cap from BE clothes / SEAs, and the values of the SL and food bonuses (which have their own hard caps).





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
GraySeven
Sun Oct 24, 2004 6:38 pm
#8

Human is currently the only race with a bonus to experimentation, and I can't find the discussion threads where this was gone over. I can fully believe that this IS a feature simply because A) It isn't overpowering to Artisan craftsmanship and B) It gives a good bonus to Human crafters.





Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

JeCy
Sun Oct 24, 2004 7:14 pm
#9

yea thats working right.it really only helps in making arsitan food and bone armor.


the artisanfood, which is less powerfulle than chefs with the only one that they can make that chefs really does need the extra points to make it decent, and jawabeer is there only one a chef cant make.


theBone armor, sure its light but its protection leave a lot to be desired,,even using looted kimo scales still isnt all that great. Idont see this hurting any armorer out there.


Personally id like to see artisans have even more exp points, maybe +17 then there food would be a nice cheap alternitve to a chef for some things,, a nice light crispic to boost your aim a bit, or chomp on tietler noodles as a dancer instead of just going with the accrogram which IMO is more of a pistoler drink. It would also give bone armor some decent durrabitly while yeilding a good % of energy protection.



It should also help in master artisan stuff, but seeing those parts the onlything that matters is the overall quality rating, decay effects nothing on any crafted part.


the rest of the stuff is just a one line thing.. the extra points could help though on making power ups too i guess, or making vehicles if you got a fail power ups only have what 10 resources soo starting over aint a big deal,, and vehicles ehh you could lose some decent resources.. but the really big one is that av-21 a failed exp and still being able to hit max exp would be huge.


Je'Cy Dax
Egeis
Mon Oct 25, 2004 7:59 am
#10

I dont see why the devs should fix this, if they do then the better check on all the other species that give skill mods. If humans are the only ones nerfed than we are left with out any usful skills, +10 to leadership does not effect anything. Leadership is a dead skill.
Guruweaver
Mon Oct 25, 2004 8:19 am
#11

I have never seen any postings that claim that 120 is the max skill mod.

I don't think it is a bug that needs to be fixed. It's a racial bonus. Just like the Twi'lek entertainment bonuses, etc.

I'll add it to the useful postings sticky.

Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
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HalloranElder
Mon Oct 25, 2004 8:14 pm
#12

The officialword was actually that the maximum bonus you can get from items (SEA, etc) is +25 for experimentation (and a lot of other things).


Since 5 points in experimentation is useless, people translate this to mean that maximum you can get that's actually any use is 120.


However, since humans get the +15 point bonus, then the maximum they can get that is any use is 100 (Master Artisan) + 15 (human bonus) + 25 (skill tapes, etc) = 140, therefore a 14 experimentation point artisan.


Again it's just a case of the devs saying one thing andpeople misinterpreting it into another.



Enjoy
Aj
----------------------------------------
Shop (Valcyn Server) - Amyrlin, Naboo (-235 3731) specialising in vehicles, vehicle customisation kits, furniture, installations and housing.
Chali Eld'r: Human Master Artisan, Master Architect - Halloran Eld'r: Human Novice Entertainer - Aj: Human Master Geek, Master Wierdo

DaBarius
Mon Oct 25, 2004 8:37 pm
#13


....is 1 more point experimentation worth deleting my character and making him human...


Not by a long shot, but at least those people with 14 can make really awesome powerups



<GLA>
Barius
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