Bio Engineer Archive

Thread: Experimentation

sciguyCO
Thu Dec 18, 2003 9:50 am
#118






JediSwedishChef wrote:




Naturner wrote:





GarfBiocap wrote:

I have noticed that the more 'experiments', the longer the time to create certain items, and thus longer times in the factory.






Factory times are set in stone for every item, and nothing about the experimentation can change that.




I disagree. each round of experimentation seems to add to the complexity of the item and every point of complexity seems to add 8secs to the construct time.




For factory runs, Naturner's right. The time in a factory is 8 seconds * complexity listed on the draft schematic, not what it reached due to experimentation. It's true that experimenting increases the time to make a prototype in a crafting tool, though.


The next time you make a schematic, check the starting complexity, and the complexity after experimentation. Then put it into a factory and /examine it, you should see the "time per item" reflect the starting complexity. Aludian's have a base complexity of 24, and they always take 192s each for me, no matter how many experiments I do on the schematic.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
SirVimes
Thu Dec 18, 2003 10:34 am
#119

This brings up a good point. It is suppose to work that the higher the complexity, the more it costs to insure. But food doesn't insure, does it?
JediSwedishChef
Thu Dec 18, 2003 10:39 am
#120




sciguyCO wrote:





JediSwedishChef wrote:




Naturner wrote:





GarfBiocap wrote:

I have noticed that the more 'experiments', the longer the time to create certain items, and thus longer times in the factory.






Factory times are set in stone for every item, and nothing about the experimentation can change that.




I disagree. each round of experimentation seems to add to the complexity of the item and every point of complexity seems to add 8secs to the construct time.




For factory runs, Naturner's right. The time in a factory is 8 seconds * complexity listed on the draft schematic, not what it reached due to experimentation. It's true that experimenting increases the time to make a prototype in a crafting tool, though.




Hrm okay I'll recheck. I swear I had two different runs of fishnak started at the same time take longer in one factory than the other but I might be remembering wrong.



Thasnelfic
Oleub-Darkcloud
Thu Dec 18, 2003 5:07 pm
#121

look at the date of the post that you are replying to. that was many moons ago. no one gets to experiment, it is gone, but obviously not forgotten.



..:::Vaevean:::..
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Rathgar-LLA-
Fri Dec 19, 2003 1:10 am
#122

My Wife doesn't even get the option to experiment, all that shows up is "Create Prototype Item" and "Manufacture Schematic"
SirHeffner
Sun Dec 21, 2003 8:30 am
#123

I have a question for other doctors. I have been getting alot I mean alot of experimentation failures when making my enhancement pack. i tried new crafting tools even. I had 14 failures out of 17 enhancement packs. I have been doing this for some time and the crafting station are high quality. Is anyone else having this problem?



Brett
RRR
Master rifleman/ Master Pikeman
Terragrad Talus
Belozog
Mon Dec 22, 2003 1:02 am
#124

do u use high or low grade componets and resources for your packs?



Belozog Astreos

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NemesiS65
Mon Dec 22, 2003 11:01 am
#125






SirHeffner wrote:
I have a question for other doctors. I have been getting alot I mean alot of experimentation failures when making my enhancement pack. i tried new crafting tools even. I had 14 failures out of 17 enhancement packs. I have been doing this for some time and the crafting station are high quality. Is anyone else having this problem?





I was having this problem as well... Did not matter how complex the item was or how many points i used it would fail on every build. Did some testing and so far came to one of two conclusions.


One is that some nights are better than others and it appears to be random. Using the same materials (always good quality) and the same crafting stations I would have some nights were i never got anything but greats and amazings, yet other nights nothing but failures and successes that ruined the item. I try to think this is not a possibleoption but it has held up pretty consistant over 6 months of crafting.


The other more recent discovery I have had is using my droid as my crafting station and away from my home crafter. My success rate so far has been excellant but have only been consistantly crafting with this method for a week or two.


Hopefully that helps some.

Agent001
Mon Dec 22, 2003 11:17 am
#126

I forget which attribute exactly, but I think Decay Resistance on your avian meat will play a large role in your failure rate. I have some now with a 800 DR (Ithink thats the stat) and I almost never get failures.
sygnin
Mon Dec 22, 2003 6:24 pm
#127

Oh bother... so what exactly is good for med crafting then? Apart from resources with high stats to EVERYTHING. IMO it seems a bit shoddy to leave various people to assume what works best for stuff when all's listed are OQ and PE (which even then, I know, are wrongly weighted or something)....
Zarlor
Mon Dec 22, 2003 8:48 pm
#128

What do you mean by "what's good"? Are we talking fail rates on experimentation? More Power? More Charges? What do you mean by good?


It all depends on what you want. For example, if I found a great OQ/PE organic I want to use, and a great OQ/UT inorganic, but they both have a very low Maleability rating, I'd still keep them because I'd likely be doing factory runs. In that case it doesn' matter if I fail a bunch of times making the schmatic, because once I have a schematic made the factory will always succeed in making the items.


On the other hand, if it's for stuff to craft in the filed, then I might try to weight in the Mal rating a bit more because I may not want to waste recources (and components) on crit fails in the field.


Basiclally most of our stuff requires 3 items, OQ, PE and UT. Always get one reource wiht PE and no UT and the other wit UT and no PE. Then just weight those resources about 50/50 OQ/PE and OQ/UT (instead of the 60/30 of the schematic because of the way it does things with no rating.)


Only worry about Mal if the crit fails are driving you crazy.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Menoetius
Mon Dec 22, 2003 10:17 pm
#129

Organic flora/meat has no MA, hide/bone does.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
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Redfyree
Tue Dec 23, 2003 5:52 am
#130

Enhance packs are notorious for getting huge amounts of failures/crits on experimentation.

If you are judging it by the amount of failures you get with making just about any other med, that's why it seems so high.

When making enhances, it's best to work with a large amount of avian and gas, and wade through 5-10 failures until you get all great successes on a pack (yes, it can take sometimes 10 tries to get ONE pack that's all great successes).

Then make a schematic and at least your factory will pump out the good buff consistantly.

I almost never make enhancements by hand just due to the waste of resources due to extremely large amounts of good, fail, crit fails during the experimentation process.



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