Bio Engineer Archive

Thread: Experimentation question

Bad_Bad_Leroy
Tue Dec 23, 2003 2:47 pm
#14

And actually my comments go for just about any craftable, although BE's have by far the most experimental qualities to manage. Most other craftables have less than 3 or 4, whereas BE has 6 all the time.



Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
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jkray8472
Sun Jan 11, 2004 6:13 pm
#15

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




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S1ave1
Sun Jan 11, 2004 8:57 pm
#16

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







---- Tizz Regnar ---- Master Combat Medic h Shop West of Moenia (4113, -4646)


S1ave1
Mon Jan 12, 2004 5:34 pm
#17

anyone out there have those two extra points that can say how much better off they are? Thanks,



Tizz






---- Tizz Regnar ---- Master Combat Medic h Shop West of Moenia (4113, -4646)


Kirus
Thu Feb 05, 2004 10:52 pm
#18

Is it better to max out each round of experimentation? Or is it better to only use two points at a time? Making a disease and I am experimenting up the effectiveness, and I have been doing it piecemeal, but wanted to know if my results would get better by throwing down as many points on the first round of experimentation. Thanks for the help.



Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

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charris456
Fri Feb 06, 2004 9:45 am
#19


I usually do it 2 or 3 points at a time.. I have found I usually succed better if I do it that way..


Lets say I have 11 exp points. I use all them at once and it gains 4 or 5 yellow notches.


If I use two or three at a time I usually get 2 or the full 3 yellow notches.


But thats usually how I do it.. sometimes I will experiment 4 or 5 points at a time..


So in my experience its better to do a little at the time, also if you fail using the whole 11 (not critical fail) then you might have a chance to save it .


Edit--

I must also say though I have used the whole 11 and it turned out with more %, than if I was doing 2 or 3 at a time.

Message Edited by charris456 on 02-06-2004 10:47 AM



Haris Dae
Chilastra
Cailid010
Fri Feb 06, 2004 9:59 am
#20

I've seen a few people post that when they experiment on meds they only use 2 points at a time. When I made some meds as a medic I was using all my experimentation points on each crafting attempt.


Does the crafting process change at higher levels? (I'm still working on Doctor crafting 1).



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mcglonec
Fri Feb 06, 2004 10:02 am
#21

The process doesn't really change, except for two aspects. First of all, the higher yuo go, the more points you'll have to spend. Second, the higher you go, the better you'll be at experimenting (less risk of failure).


The thing to remember is that by spending more experimentation points on a single experiment, you're increasing your risk of failure. If you spend all of your points and then have a critical failure, you've effectively destroyed whatever it is you were making. If you only spent a point or two and then crit failed, you'd lower the quality of the item slightly, but it would probably still be salvagable.


Also, the more times you experiment on something, the higher the complexity becomes. The higher the complexity, the longer it takes to craft. This usually isn't an issue unless you start talking about long factory runs of highly complex versus very simple items.




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Zarlor
Fri Feb 06, 2004 10:10 am
#22

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 - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cailid010
Fri Feb 06, 2004 10:23 am
#23

You may be increasing your risk of failure by using more points, but aren't increasing the power/charges of the item by using all your points? If your making a schematic for a factory run I'd think you would want the best you can get. Which would mean using all your points.



---------------------------------------------------------------------------------------


Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
Cailid010
Fri Feb 06, 2004 10:28 am
#24






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.







I think that just cleared it up for me.


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.




---------------------------------------------------------------------------------------


Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
mcglonec
Fri Feb 06, 2004 10:57 am
#25






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.







Nope, you can experiment as many times as you want. Of course, you want to use them all to make the best item possible, but you don't need to use them all in one experiment.




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Want to know what it takes to be a doc? Read the FAQ:
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YodaKurtz
Sat Feb 07, 2004 1:20 am
#26

If making a schematic, just throw them all in at once and maybe you'll get an amazing success (which equals putting them in 1 at a time and having them all be amazing successes). Of course, it may take several attempts to get a nice success value, but it's probably worth it.



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