Bio Engineer Archive

Thread: experimenting

Duga2010
Sat Sep 06, 2003 3:10 am
#27

/bump


please help

Zagsman
Sat Sep 06, 2003 5:51 am
#28

As far as I know, with the latest patch the devs took out the one Tailoring experimentation benefit, which dealt with durability. Since clothes don't decay, this benefit was pointless.
j-bizzle
Sat Oct 18, 2003 9:48 am
#29

thanx for the repl the thing is i accessed the experimentin screen witha generic craftin tool and i wasnt even near a advanced machine!
j-bizzle
Sat Oct 18, 2003 12:42 pm
#30

yo peeps i was just wonderin, i am a novice artisan but have some good skills, what im wonderin is when ur craftin somethin how do u get the screen that allows u to experiment and make a schamatic of that thing?
Nasents
Mon Nov 17, 2003 11:02 am
#31

How do you guys spend your experimentation points? Do you do one or two boxes at a time or just throw down the max points at once?


kilnore
Mon Nov 17, 2003 11:09 am
#32

Hmm, I usually do the whole thing all at once. I do one at a time for special orders. If I get a crappy success I just destroy the gun. I am a semi-perfectionist..




K
MasterWeaponsmith
Bloodfin



Kilnore
12-Point Master Armorsmith
Adventurer's End !!
-4255, 5355 Theed, Naboo!
Trean
Mon Nov 17, 2003 2:03 pm
#33

Just damage, that is all people want, max it out, experiment max it out experiment max it out experiment. If you have points left over after this its usually range for melee weapons and efficiency for heavy weapons(decrease HAM).



Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

Deregen
Tue Nov 18, 2003 12:06 am
#34

Lately I've been adding enough points until risk starts going up from 0%, then running the experiment, and repeating until I'm out of point (2-3 experimentation attempts depending on the item). I've found that this typically nets me an extra 5-7% on the final quality of the item vs. doing all the points at once or one at a time. Not sure how the math on the back end is actually working, and it could just be dumb luck.


As for where they get spent, damage. If for some reason I have points left over after (like if my resources aren't as good as I'd like), I usually put them into efficiency.




Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
***Visit the Starshadow Foundation vendors, located at 750, 4950 on Talus, about 3k west of Nashal Starport***

SWG Community Contributor since 2001. Beta 1, Shuttle 1.
Raistlin933
Tue Nov 18, 2003 6:13 am
#35

Just in case anyone doesn't know, I heard that doing one box at a time, decreases the efficiency of the experimentation. Say you have five exp. points. If you do all five at one time, the success will be much better than if you do one, experiment, another, experiment, another, experiment, etc. That is what I have heard from severla different people, and in my own crafting it seems to hold true.



Tarr'a

Starraider
Tue Nov 18, 2003 9:50 am
#36






Deregen wrote:

Lately I've been adding enough points until risk starts going up from 0%, then running the experiment, and repeating until I'm out of point (2-3 experimentation attempts depending on the item). I've found that this typically nets me an extra 5-7% on the final quality of the item vs. doing all the points at once or one at a time. Not sure how the math on the back end is actually working, and it could just be dumb luck.


As for where they get spent, damage. If for some reason I have points left over after (like if my resources aren't as good as I'd like), I usually put them into efficiency.





I also noticed that doing this seems to get better resuslts and usually causes fewer failures.



Virzot Yssossk
TKM/Commando
Ahazi
Riptide-X
Tue Nov 18, 2003 9:58 am
#37

I have seen and done that if you do one box at a time... you will get a better damage but low speed





Forgin

DarkLordIce
Tue Nov 18, 2003 10:15 am
#38

I usually do mine in sets of 3 until maxed out. If I have any left over, I put it into durability, since eff only reduces like 1 HAM point, and dura gives 50-60 pts usually. Its all about the customer.. they probably won't notice a 1-2 HAM point difference, but it it lasts longer they will rememeber you as a quality weaponsmith.


Just my take on things though




- Colonel Cyruss Blackwell -
Imperial Mayor Appointee, Mos Veris - Tatooine.
----
- Antrax Blackwell -
The Corrupted Saint.
----
- Silas' -
Groundskeeper, The Blackwell Estate - Taooine.
----------

mis4to
Mon Dec 08, 2003 10:49 am
#39

I didn't start making poisons/diseases till I reached master and now I'm just kinda winging it, what do you use your experimentation points on and what do the different things count for?




Misato - I have no melee mitigation!
Car'milla - Generic stacker extroidinare!
We are what we pretend to be, so we must be careful about what we pretend to be. - Kurt Vonnegut Jr.
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