Bio Engineer Archive

Thread: Experimentation

Kenshin-dono
Sun Jul 20, 2003 2:51 am
#27

hrm.. is there any rhym or reason for experimentation? from what i can tell its actually better to spend it like 2 points at a time, isntead of spending it all at once, even with some moderate successes in the 2 at a time, it still turns out better than a great sucess if you do it all at once. is this a bug or as intended?
BanzaiRages
Sun Jul 20, 2003 5:30 am
#28

One reason for doing the experimentation all at once, is that this reduces the complexity of the object and the more complex an object the more it cost to insure
zandra
Fri Jul 25, 2003 6:30 am
#29

what you need to do is after you experiment click on prototype. That will put it in your inventory. what you are doing now is making it to be used in factories for mass distribution. you are just clicking the wrong option.
LehaLongshot
Fri Jul 25, 2003 6:59 am
#30

Yea, when you create an item at a crafting station, after experimenting is done, you should click on create a prototype item rather than a manufacturing schematic. The schematic is for use in factories and such. The prototype creates one item.


In terms of experimenting on components, I'm not sure if this is working yet, it's supposed to increase the power of the overall item in the end. I've been told that right now experimenting on components does not make any difference yet on the overall quality of the final item, but this would be a bug. Experimenting on stims and packs affects the quality of that item. There are different things you can experiment on a stim. Experimental Effectiveness improves the healing power, Charges increases the amount of stims in each pack. Ease of use lowers the required medicine use ability for the item. To find out what the experimentation does on the item, you can look at the schematic. At the bottom ofthe schematic status there is a list of the different things you canexperiment for each item, and what particular quality of a resource (such as overall quality vs malleability vs conductivity ina metal) affects thatpart of the item the most. I.E. decay resistance of a metal would affect the durability stat of the final item the most.Takea look, you'll get thehang of itsoon. I personally alwaysexperiment oneffectiveness.



Leha Longshot - Flurry - Novice Rifleman, Novice Combat Medic

Awron
Fri Jul 25, 2003 6:59 am
#31

This is what I know, correct me if I am wrong:


First, you can only experiment in a specific Food and Chem crafting kit, not the generic one, and need to be in the proximity of a food and chem crafting station.


Second, there are currently 3 areas you can experiment in; Charges (number of extra uses) / Durability (never experiment in this...it is being removed and adds to the condition of the item, which doesn't matter since they are never subject to decay) / and Effectivness ( increases the amount of the heal).


Third, creating a "Schematic" is only good if you are going to produce the item in a factory, otherwise always click "Create Prototype".


In more detail, the different experimentation areas will have a percentage listed on the right side of what matters to that area: 52% condition 28% potential energy 20% durability for Effectivness experimentation. This means that the condition of theresource you use to make the sitm contributes 52% to the quality, while the potential energy of the resource contributes 28% to the quality, and so fourth. The stats for every resource can be viewed by clicking on the resource in the crafting kit.


As an example; Using meat to experiment on Effectiveness is best since out of hide, bone and meat it is the only one that has potential energy, and will yield higher starting percentage for experimentation. Condition of the resource always matters as it is over 50% of the calculation in most cases.


So look for the resources that have quality above 600 and look for organics that have higher potential energy if you want more potent heals.


Awron


Novice Combat Medic

Awron
Fri Jul 25, 2003 7:04 am
#32

Oh yeah, I forgot about ease of use, so there are 4 areas I can experiment in at the moment.
Emalie
Fri Jul 25, 2003 10:04 am
#33

Wow, thank you for the bit about looking for high energy potential on organics. I was going to ask the same question as the original poster but glad he did first.



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Emalie, Master Combat Medic, *~*MazX*~*
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Radiant Server
JoramHH
Fri Jul 25, 2003 11:58 am
#34

Awron pretty much covered it. Except, experimenting on components does help with the overall product. Test this out yourself by experimenting on say a biological component thingamajig (sorry, I can't remember if that's the right name or not). Use that versus an unexperimented one and you will see a small but significant difference. Through experimentation, I've produced 22-use Stim B's with higher than normal healing (sorry, can't remember that exactly either). I've heard of people getting Stim B's all the way to 400+ health at a shot because they used high quality advanced parts too.



Incidentally, I took up engineering to get some experimentation points. It's pretty easy to do (almost as easy as surveying) and if you want to craft your own medicines, it's probably worth going up the engineering/domestics chain to get experimentation points.

JoramHH
Sat Jul 26, 2003 6:54 am
#35

D'oh, I get an F for reading comprehension. Ignore my advice on the engineering tree. It's just plain not true.


But the rest is good.

Awron
Sat Jul 26, 2003 9:26 am
#36

Yep, I've gotten Stim-B's to a rating of 177 (which will heal over 350, depending on First Aid level), and that is just below my default 180 for Stim C's.


Course I can get Stim C's to 280 and am getting 700+ heals out of them.


This is a good resource for you part time medics that don't want to waste points in Organic Chem, you can buy some pretty potent Stims from other Medics.

Sardanis
Sun Jul 27, 2003 9:50 am
#37

I was wondering.... do we get more xp from an item if we experiment? and if not are we supposed to?




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

Former Radiant Shadow Counselor
EveryNameIsTaken
Sun Jul 27, 2003 10:13 am
#38

I'll add my own questions about experimentation:


1. Why is it that an AMAZING SUCCESS takes my damage from 25-51 to 23-49? How is that a success?


2. Is there any way to tell what the stats will be on a powerup before choosing to make a prototype or schematic?


3. Is there a way to determine what experimentation does for items like powerups, crafting tools etc? There seems to be no rhyme or reason to me.


4. Can anyone explain to me how when I craft a rifle withmetal that have near 1000 in conductivity AND over all quality, it has lower base (pre-experimentation) stats than when I craft with 897 OAQ and 800 conductivity in metal? Happens every time.





For Emperor and Empire!
RNK
Sun Jul 27, 2003 11:15 am
#39

I don't believe you get extra xp for experimenting when crafting. You just get better results, and the item takes longer to make.



***Jozu Methusela. Master Weaponsmith. Mastered Carbineer, now onto Teras Kasi Artist.***
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