Bio Engineer Archive
Thread: Experimentation question
Ok, first of all the +7 experimentation gloves will not provide you with an extra experimentation point. You need a +10 bonus to combat medicine experimentation in order to get your 11th point. I find that the extra point does help out a bit, and I'm searching anxiously for my 12th point.
Secondly, I normally toss most of my points into effectiveness. Using 3 advanced components, my poisons adn diseases normally have about a 120 potency without any experimenting in that field. I fill up the effectiveness and put the rest into range/charges. I have yet to make a "sniper" pack yet, though.
If you open up your crafting tool and view the components adn the final product, you can see which stats on the resources affect which components. OQ in each piece is the most important. The Decay REsistance on the advanced subcomponents is also very important. Other than that, the OQ/PE of the fungus/insect meat is probably the next most important.
Im' pretty new to CM crafting myself, but I think I craft pretty good weapons. It's certainly more complex than doctor crafting. Good luck to you!
Kiarda Kismet
Gorath
Thanks for the advice. I knew that I needed 10 points to get the extra one, but I was wondering how much difference it will make in my final product and is it worth the nearly 2+ million credits it will take buying tapes to get it.
Anyone else have any ideas on how to increase area of effect? Thanks,
Tizz
anyone out there have those two extra points that can say how much better off they are? Thanks,
Tizz
Message Edited by charris456 on 02-06-2004 10:47 AM
No real change, per se, although I would say the change is actually the opposite of what you were doing.
At Medic (and any lower levels of crafting) you should always experiment one point at a time. The reason is that the more points you use the higher your chance of failure (but the lower the complexity rating of the item created.)
At the higher crafting levels this increase in chance to fail is minimized a lot more by your increased skill, so it is possible to get away with using more EPs without failing too much.
The benefit of using more EPs really only comes in two forms, convenience and complexity.
Convenience in that you spend less time on your experimentation screen. If you use more points you don't need to press that "experiment" button as often.
Complexity is only important in factory runs. A lower complexity means less time it takes for a factory to create an item. Every time you hit the Experiment buttonon a given item the complexity rating of that item increases by 1. Every point of complexity means another 8 seconds it will take to make one of those items in a factory. So for a run of 1,000 objects that means each point of complexity will add 8,000 seconds, or 133 minutes (2 hours, 13 minutes) to the time it takes to make complete making all 1,000 objects.
If you are not in a situation where you need to worry about either convenience or complexity (such as making a single Enahnce D while sitting in the Cantina healing up your BF, or if it does not matter how long a factory run will take) then it is probably more advantageous to experiement only 1-3 points at a time to increase your chances of getting Great and Amazing successes.
Zarlor wrote:
No real change, per se, although I would say the change is actually the opposite of what you were doing.
At Medic (and any lower levels of crafting) you should always experiment one point at a time. The reason is that the more points you use the higher your chance of failure (but the lower the complexity rating of the item created.)
At the higher crafting levels this increase in chance to fail is minimized a lot more by your increased skill, so it is possible to get away with using more EPs without failing too much.
The benefit of using more EPs really only comes in two forms, convenience and complexity.
Convenience in that you spend less time on your experimentation screen. If you use more points you don't need to press that "experiment" button as often.
Complexity is only important in factory runs. A lower complexity means less time it takes for a factory to create an item. Every time you hit the Experiment buttonon a given item the complexity rating of that item increases by 1. Every point of complexity means another 8 seconds it will take to make one of those items in a factory. So for a run of 1,000 objects that means each point of complexity will add 8,000 seconds, or 133 minutes (2 hours, 13 minutes) to the time it takes to make complete making all 1,000 objects.
If you are not in a situation where you need to worry about either convenience or complexity (such as making a single Enahnce D while sitting in the Cantina healing up your BF, or if it does not matter how long a factory run will take) then it is probably more advantageous to experiement only 1-3 points at a time to increase your chances of getting Great and Amazing successes.
Cailid010 wrote:
You can experiment multiple times on the same combine? I always thought you only got to experiment once soyou had touse the points or lose them.