Bio Engineer Archive
Thread: Experimentation points
TheOtherVillain
Thu Jun 10, 2004 3:03 pm
#27
How many +'s on skill tapes total does it currently take to max out experimentiation at 12?
Vexor
Thu Jun 10, 2004 3:21 pm
#28
It's +20 weapons exp to get the extra 2 exp.points, and I think the cap is +25, making thegrand total+125 weapon experimentation
Pawlin
Tue Jun 22, 2004 9:40 am
#29
Not too sure what level of info you're looking for. But here is a guide that covers the basics of crafting and experimentation:
http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Crafting
Experimentation works the same basic way for any crafting profession so this is not specific to architect.
Kamere
Mon Nov 08, 2004 6:07 am
#30
Way back when I was a master CM, I could craft stuff and got 12 exp points to play around with. My alt toon is now master doc but only has 10 points. Where did these other exp points come from on my primary character? I don't remember having any kind of CA to give me more.
Ojes
Mon Nov 08, 2004 6:25 am
#31
I can't speak for sure about CM, but for doc you need to get a total of +20 in medicine experimentation tapes. Perhaps the clothes you were wearing as a CM already had the tapes applied?
Oh yeah - the med exp tapes tend to go for quite a bit more than the CM exp tapes that I have seen on the trade forums (1-2 mil per + on the tape).
Agent001
Mon Nov 08, 2004 7:06 am
#32
Kamere wrote:
Way back when I was a master CM, I could craft stuff and got 12 exp points to play around with. My alt toon is now master doc but only has 10 points. Where did these other exp points come from on my primary character? I don't remember having any kind of CA to give me more.
You either had clothing attachments for CM Experimentation, or you didnt really have 12 points.
AngerVien
Mon Jan 17, 2005 12:02 pm
#33
I think I may be doing something wrong but im just not sure, my experimentation points seem to have dropped from 11 to 5? is this normal depending on what item your crafting?
I tried my crafting droid and tried in front of a private crafting station, but im just not sure what it could be.
Thanks in Advance.
Happymob
Mon Jan 17, 2005 12:49 pm
#34
Are you crafting a doctor/medic item, such as an ABEC, ALS, or ACDRM? Or perhaps a woundpack? Remember that you only get +50 medical experimentation (from master medic) if you don't also have doctor.
Sasee
Sun Mar 27, 2005 4:20 am
#35
Is there a simple guide to this? I recently made Master Artisan and am finding that with some items I appear to have excess experimentation points. Is there a max experimentation on certain items? I know it is probably simple but I can't figure out why sometimes I have2 or 3 points left over.
Thanks
Sasee
Scorpy_LF
Sun Mar 27, 2005 4:21 am
#36
Its all based on your resource quality. And even with top notch resources, your still gonna occassionally have a point or two left over.
SystemJinx
Sun Mar 27, 2005 2:29 pm
#37
The extra points are just disgarded and can't be used on anything once you've filled up the experimentation boxes onthe item.
The only real place you canuse all of your skill points on isartisan armor, artisanweapons or my favorite...artisan foods. They have a lot more experimentation boxes and that requires you to think about where to use your points. In the case of food, do you want higher % of food strength, longer duration, less filling, or maybea little of each.
Sasee
Mon Mar 28, 2005 7:25 am
#38
Thanks for the replies. It takes some getting to grips with!
Sasee
zerobabble
Sat Apr 02, 2005 12:09 am
#39
With med crafting getting moved to BE there is a unique situation where all the meds and experimentaion is in one tree. A person can craft the best meds in the game by spending 49 skill points(depending if the scout requirement is taken out). I just mastered BE for making pets not meds but think I should get a bonus for experimentation for mastering the profession.
Right there is 11 experimentation points available and this is suppose to be a bug.
I know I will not like it if I have to master the medic proffesion to get 10 pointts to experiment on pets.
I think with the unique situation in the BE profession now the devs should make 12 points available depending on how many skill points you use. If you are currentl a 12pt doc or want to get tapes make 10 points available in Novice medic, medic crafting trees, Novice Bio engineer, and the one tree in BE with medicines. Another point could be put in master medic for the people who want to spend the skill points, A final point could be put at master BE. For 49 skill points I could get 10 experiment points and spend credits on tapes. For 97 skill points for master medic and BE crafting line i could have 11 experiment points and heal fairly well. For 92 skill points I could have 11 points and be a master BE. For 140 skill points I could have 12 points. This assumes the scout requirement goes away like was posted if not add skill points.
Edit sorry I should have looked down there is a thread on this already>
Message Edited by zerobabble on 04-02-2005 12:13 AM