Bio Engineer Archive
Thread: *&%$! I can't @#&$ stand this #&*@ critical #&*@$ failures on my &@#$% DNA templates!
ArthurDentOnBria wrote:
hehehe, that's funny. That's like saying after you flip a coin and it comes up heads, the chances are better that that next one will be tails.
The suggestion to use the experimentation food is a good one. I have a budding chef char who tends to crit all the time. I made some of the experimentation food and she had a great success on the initial rool and then every experimentation after that. This happened each time I used the food. (very very rare for her not to crit or fail). Maybe I am just lucky and it is a coincidence, but you guys might want to look into it.
Khalidra - Master Bio Engineer - Novice Creature Handler
3 failures in a row? Was the area laggy?
To the person saying about the randomness, that might be so but the probability of getting 2 critical failures back to back is almost zero. Trust me i've tested this a lot of times and have never gotten 2 critical failures back to back.
Before that one patch yes you did get them but that was because it was bugged. I can find the patch notes that stated that but it should not happen now unless the server is lagging really bad ::cough:: dantooine, and even then TH did an experiment and found they didn't have very many failures.
Same here, even with good tools and no fatique I will sometimes get a string of crits. Lag can be a contributing factor, but there's certainly a tendancy for a run of failures. Logout/login will fix it. I turn out a couple tissues to test the waters before using my good DNA.
Birdman100 wrote:
I have had multiple crits in a row a lot of times.. In a no lag area using +43 station and 14.85 tool, no BF or wounds.. I think I have had as many as 8 crits in a row
3 failures in a row? Was the area laggy?
To the person saying about the randomness, that might be so but the probability of getting 2 critical failures back to back is almost zero. Trust me i've tested this a lot of times and have never gotten 2 critical failures back to back.
Before that one patch yes you did get them but that was because it was bugged. I can find the patch notes that stated that but it should not happen now unless the server is lagging really bad ::cough:: dantooine, and even then TH did an experiment and found they didn't have very many failures.
I think there is a cap on the success rate possible, or at least allowed, and the average rate is LOWERED by whatever amount the best "enhancement" offers, to allow them to work. In clearer terms, mask scent has, for sake of argument, a cap of 1000 for an effective roll. A master scout can get to say 700, a master ranger rolls for the full 1000, and a failure is at 300, just to throw out figures to illustrate.
Along comes mask scent clothing. Master Ranger now rolls a 900, and gets a 100 bonus from his BE enhanced clothing if it is +25. Master scout now rolls a 600, with the same 100 bonus added if the clothing is +25. Now in order to get the same results, the clothing is not an option, but a requirement.
Along comes Jawa Beer. Now, the master ranger rolls an 800, +100 if he is using BE clothing at +25, + 100 if he is drinking Jawa beer. Same success rate is possible, but it REQUIRES the 'enhancements' to achieve.
Now, assume the same "cap" for Experimentation and Assembly, and a higher "make point", say 500, for the successful roll. Master BE gets 1000, ONLY IF HE USES THE ENHANCEMENTS, hence everyone seeing increased crit failures if they are doing the same as they always have; good resources, good crafting tools, good crafting stations.
NOW, on top of that, cities have been granted the ability to offer a "bonus" to experimentation. If the "Cap" theory is true, there's another chunk taken out of our "normal" abilities. The new "crafter's aprons" are yet another possibility.
It's a theory, but one that seems to fit the apparent significant increases in crit failures, not only in our profession, but in many others. If there is a "cap and enhancement" balance, the net effect of adding enhancements is to make them requirements just to do what we did before their introduction.
I'm beginning to wonder if I want BE skill tapes introduced at all...
LLan
Akelan wrote:
I think there is a cap on the success rate possible, or at least allowed, and the average rate is LOWERED by whatever amount the best "enhancement" offers, to allow them to work. In clearer terms, mask scent has, for sake of argument, a cap of 1000 for an effective roll. A master scout can get to say 700, a master ranger rolls for the full 1000, and a failure is at 300, just to throw out figures to illustrate.
Merendel wrote:
At least the architects keep the components when that happens. think only the raw materials are lost and while thats quite a bit of ore and metal on a PA hall anything harvestable like that is easy to come by.
EetaBeeta wrote:
Welcome to the life of a crafter.....
It's no fun for an Architect to get a crit fail on a PA hall either...
NordaIspe wrote:
3 failures in a row? Was the area laggy?
To the person saying about the randomness, that might be so but the probability of getting 2 critical failures back to back is almost zero. Trust me i've tested this a lot of times and have never gotten 2 critical failures back to back.
Before that one patch yes you did get them but that was because it was bugged. I can find the patch notes that stated that but it should not happen now unless the server is lagging really bad ::cough:: dantooine, and even then TH did an experiment and found they didn't have very many failures.
Norda
It just looks like this is possibly the way the system is set to work, and that the devs can't make room for the "enhancements" to function without lowering the base ability enough to make room for them to have an effect.
(It's not a unique problem, another very well known MMORPG had similar issues when different enhancements were released, though it took a little while for the developers to admit the changes.)
LLan
I've pretty much given up trying to craft in my home on Dantooinein a research city with my good equipment. I have far, farbetter results just sitting in the Smuggler's Outpost on Endor with my droid and my crafting tool that's cloned with me way too many times. And I'm sure the main difference is simply the lack of lag.