Bio Engineer Archive

Thread: Experimentation

Zolac1999
Tue Dec 23, 2003 10:21 am
#131

What about experiment points? What comes out better? Using 1 at a time? or maxing the bar..


What seems to give the best results on everything including stims? max or 1 at a time??




Shamarra
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Zarlor
Tue Dec 23, 2003 2:38 pm
#132

1 at a time has a lower difficulty level, and hence a better chance of getting better results across the board doing it that way.


All at once has a higher difficulty rating (even when it still says 0%) and has a greater chance for less than stellar results in experimentation, but since you experiment less that way your final complexity is lower, which means the time to manufcautre the object is lower. Not a big deal for singular items, but for stuff you put into a factory it could make a difference. (Time to manufacture 1 item=Complexity * 8 seconds.)




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ELCarcador
Wed Jan 07, 2004 9:33 am
#133

I am curious about something! The FAQ is not too clear on experimentation! So this is the breakdown right?


Efficiency = Lower HAM


Range= Betterideal range.


Durability =Increases gun condition.


Damage = Increases the weapons damage


Are there other efffects to experimentation?


How do you lower speed on a weapon? (ex: Lower a VK from 2.2 to 1.7)


Any anwsers would be very helpful!


CARCADOR

Podensky
Wed Jan 07, 2004 9:42 am
#134

Speed and damage are the same.You lower one you lower them both..



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ZOGMrBill
Wed Jan 07, 2004 9:58 am
#135

unless your experiment fails, then only 1 may lower, or 1 may lower and the other raise.



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LLJK_Griz
Wed Jan 07, 2004 11:49 am
#136

Speed, damage, and wound chance are all on damage experimentation.


Range and efficiency have very little effect. Always max damage before doing anything else.




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Rangerw
Wed Jan 07, 2004 12:28 pm
#137

I feel efficiency is more important then most folks think. Some special shots do alot of damage and I know alot of people that would give up some max damage/speed for something with more forgiving HAM. I for one. Especially with the lazer carbines and lazer rifles.






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Logix
Wed Jan 07, 2004 2:36 pm
#138






Rangerw wrote:

I feel efficiency is more important then most folks think. Some special shots do alot of damage and I know alot of people that would give up some max damage/speed for something with more forgiving HAM. I for one. Especially with the lazer carbines and lazer rifles.




No one is going to use a 14-100 8.0 Laser Rifle for the benefit of having 10-15 less HAM, unfortunately.
p4Samwise
Wed Jan 07, 2004 4:54 pm
#139

The reason nobody experiments HAM is that it's not a matter of giving up "some" damage for "some" HAM. It's a matter of giving up "a lot" of damage for "a little tiny bit" of HAM.


I made a small crate once of efficiency-experimented weapons in order to fill what I saw as a gap in the market. I couldn't GIVE them away. The damage sucked beyond belief, and the HAM costs were only a couple of points lower than they would have been otherwise.


Far better to experiment up the damage so it takes fewer specials to get the job done.




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Eumart
Wed Jan 07, 2004 5:16 pm
#140

Actually I usually max out dmg and spd with 4 points or more left over, I have 12 experimentation points. I usually put the left over points into range.To answer the original thread startersquestionabout other things effecting experimentation, Yes other things do effect experimentation.The quality of resources effects how manyboxes that you have to experiment with, I think the max is 10. So in example most weapons use the resource statsConductivity and Overall Quality (I dont know why aweapon has to be conductive but oh well that is a different discussion), so if you have a resource that has a conductivity of 200 and a overall quality of 400 then you are only going to get so many boxes to put experimentation points into,now if you had a resource that had a conductivity of 900+ and a overall quality of 900+ you would then get the max amount of boxes to experiment with.


Hope this helps some!




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LLJK_Griz
Thu Jan 08, 2004 3:11 am
#141






GoodToTheTouch wrote:
Yup max damage and speed, careful to not over do the expermintation points in it, it WILL cap out....

then poor into ranged after that, efficiency? the only time you use it is to add an advanced stock or scope, both? wish, and then put back into efficiency until you balance out ham, and poor the rest into damage/speed, it works good, try it some time, be the only guy with good stocked or scoped guns....





Oh look, it's the admitted non-weaponsmith spewing more uninformed garbage.


It is MATHEMATICALLY IMPOSSIBLE to reduce an advanced stock weapon to non-stock levels unless you put all experimentation on the stock into efficiency, in which case you end up with a useless stock that adds like 10 damage and has a huge speed penalty.


A damage experimented advanced stock adds over 25 HAM. Weapon HAM caps at something less than 10, and 10 points are not going to reduce HAMs by 25.


"I don't have any idea what I'm talking about? shows what you know, your probably a noob who dosen't use advanced componets, I hate noobs that don't, your stupid, you didn't come up with any new inventive way to make guns..."


I've been a weaponsmith since the second week of release, I have some of the best guns on my server,and I've helped our correspondent test several things which were posted on this forum. Where's your credentials?


And don't PM me any more. If you're going to call me out, do it on the forum so everyone can see what a clueless ass you are.




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joydiv66
Thu Jan 22, 2004 2:29 pm
#142

How do you get 11 or 12 points to experiment with?


I have a couple of tapes that added +2 to experimentation, but it didn't add any more points to use?


How are some of you doing this?



Thoth Amon, TKDS
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Darkavian
Fri Jan 23, 2004 6:31 pm
#143

Ummm I am a master chef, but only have 7 points....even though when i look at my skills it says food expeirmentation 100%. So i am just seeing if this is a bug or i need to master artisan again. If so, that is messed up.



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