Bio Engineer Archive

Thread: Experimentation question

RichWebsta
Thu Feb 12, 2004 9:37 am
#27

Guys,


Quick question on experimentation.


I've been a master for about 1-2 months now, and I'm finally getting a decent quantity of good resources.


However I have difficulty getting some weapons above 80-90% experimentation (although boxes go higher) - even with great successes.


Are there varying levels of great success, and if so is the best bet for me to go to a town with a research bonus? Otherwise do I need the 1 or 2 extra experimentation points that skill tapes can supply.


Many thanks







Hcir Websta

Master Weaponsmith
Head of Fusion PA
Tatooine - nr Bestine
"Selling Weapons and Armour at -1160, -4813 on Tatooine"
Hero_DarkJedi
Thu Feb 12, 2004 3:01 pm
#28

Greets ...


I don't know about all weapons, but the testing I did I found consistently that each "point" I put in yielded me 7% increase in the weapon. So if it stated at 14% ... it went to 21, 28, etc, etc.


I didn't test on things that were really junky so I don't know if terrible materials would change that.


Don't know if that helps you or not ... it's just what I found worked out for me and an easy way to tell if I got "shorted" anything for doing all points at one time :-)






'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
LemyDaBigHairyWookie
Thu Feb 12, 2004 3:46 pm
#29









Hero_DarkJedi wrote:


Huh? This is *not* correct.


If you did 4 boxes and got only a +24% that means you got a moderate in one of those rolls.


I regularly do 8 points at a time and get the full 7% for each point without a problem. Some weapons I can't do 8 as there is always a moderate in them for some reason.







every time i go for 4 boxes i get 24% with greats... 5 boxes i get 30%... 6 boxes is 42%... its a flaw in the figures... its not a moderate in 1 of the 4 boxes... it happens EVERY time... i've done way too much tinkering with experimentation to miss something like that...


as far as some weapons always having a moderate in them you are correct... IF you get to that bugged experimentated percentage... in fact i tailor my experimentation to AVOID those problematic points...



**EDIT**

after some further testing today after yesterday's patch this seems to be fixed... to a point... 4 point experiment netted 29% increase (7.25% per), 3 point experiment netted 22% (7.33% per), 2 point was 14% (7% per), 8 point was 49% (6.125% per)...

Message Edited by LemyDaBigHairyWookie on 02-12-2004 05:08 PM



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
LemyDaBigHairyWookie
Fri Feb 13, 2004 1:46 am
#30






RichWebsta wrote:

Guys,


Quick question on experimentation.


I've been a master for about 1-2 months now, and I'm finally getting a decent quantity of good resources.


However I have difficulty getting some weapons above 80-90% experimentation (although boxes go higher) - even with great successes.


Are there varying levels of great success, and if so is the best bet for me to go to a town with a research bonus? Otherwise do I need the 1 or 2 extra experimentation points that skill tapes can supply.


Many thanks










research centers DO help but only so far as getting greats and amazings... make SURE you do not experiment more than 3 boxes at a time... 3 box great = +21%... 4 box great = +24%... its a waste of a point that you can use to get higher... also it seems that on occasion and with certain schematics that the assembly can create an unrestricted piece that caps out @ 99% instead of being limited by the materials you use... in those cases you will most likely not reach full experimentation without the extra +2 points



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
RichWebsta
Fri Feb 13, 2004 3:40 am
#31

Thanks,


Very helpful - have to see how stuff comes out now!



Hcir Websta

Master Weaponsmith
Head of Fusion PA
Tatooine - nr Bestine
"Selling Weapons and Armour at -1160, -4813 on Tatooine"
Ivaelo
Mon Feb 23, 2004 9:19 am
#32

hi,


i'm a mon-cal master artisan on chimeraand have made some half decent weapon powerups using 1000 OC steel and 937 OC chem. i have 11 experimentation points, *i think* might be 10, and can only get +32.49 and +16% powerups and i feel i should be able to get more.


is the fact that the chem is only 937 holding me back? or do i need to gain more experimentation points some how? ie. skill tapes or move to a research city?


if it is skill tapes what do i require? does +1 artisan experimentation = +1 experimentation point?


many thanks

ivaelo



Tatooine Independant Traders
800m from Bestine @ -2235, -3865
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TheMalle
Mon Feb 23, 2004 11:20 am
#33

First off, nope, you won't be able to do much better than those power ups, no matter what resources you have. With 1000 OQ steel and 937 OQ chem you should be able to experiment up to 96 or 97%, whereas 100% would be with perfect materials (a puny 3% or 4% better of the total quality, meaning maybe 33.79% compared to 32.49%in primary stat)


If you fill up all the purple boxes, then there is no way to make better items with those resources.


As far as I know, a research city only helps you to get better results when experimenting, not giving you more experimentation points.


10 points in artisanexperimentation gives you 1 more experimentation point, you max out at a bonus of 2 experimentation points and +25 artisan experimentation (the last 5 points isn't needed as far as I know, I believe you get the second point at +20)





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Mos Entha Role Playing Community
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stryfex03
Mon Feb 23, 2004 11:37 am
#34

Not much more than 32.49. With 998 OQ Alum and 997 OQ Chem, I get.. maybe 33.15/16.5

As for skill tapes, +10 artisan experimentation = +1 experimentation point.
Asteroids
Tue Feb 24, 2004 4:11 am
#35

Yes the chem is letting you down and yes it doesn't make a huge difference to the final percentages. I use atm 990+ chem but only 970+ mineral and end up with 32.83 and 16.17. But I've tried it with 990+ mineral and the same chem and break into the 33.x% bracket. I find that this helps the marketing as many powerups I see for sale aren't up to this standard. I would say if you can harvest a chemical if it spawns, its worthwhile making the 33+% ones.
Cheldin-Bria
Sun Feb 29, 2004 3:35 pm
#36

I've been using a food and chemical tool kit to make enhance D's, and I had 1-3 experimentation failures on 12 packs in a row. So I switched to making them in a weapon, droid, and general tool kit and now I am getting 50% no failures, albeit on a very small sampling, so the data may be skewed.


Anyway, my question is this: If I'm using a WDG tool kit to make the buffs, am I working from artisan experimentation or medic crafting experimentation? The reason I want to know is this: I'm a Mon Cal, but I have a human on a second account. Humans get a +15 artisanexperimentation bonus. He also has a +5 artisan experimentation attachment, giving him 12 experimentation points for artisan. If I trained him up to Master Doctor, would he have 12 experimentation points on buff packs when using WDG tool kit?


I'd like to hear from some human doctors about this.



Needmore Minerals -- Master Artisan, Master Medic, Master Doctor, Master BS'er

If you got the poison, I gots the remedy

Traigus
Sun Feb 29, 2004 4:59 pm
#37

it might... but chances are you are actually using medical experimentation points in the wrong kit.

In any case, the WDG kit thing is a bug (you should only be able to make the same meds as a generic craft tool). Expect it to be fixed eventually.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Ivaelo
Fri Mar 05, 2004 9:40 am
#38

sorry for the delay but thank you for you responses.


much appreciated

cheers



Tatooine Independant Traders
800m from Bestine @ -2235, -3865
Ivaelo: Master Shipwright 25pt Engines (Havoc Squadron)
Nabir: Master Spy (CorSec Squadron)
Okata: Black Epsilon Squadron
My Top Speed Calculator for JTL
Jayce_J
Tue Apr 13, 2004 3:24 pm
#39

I was wondering about something when it comes to experimenting. For example, when you craft Blaster Power Handlers, it has a Damage line and a Durability line. But the stats only list Damage and Speed. Does the Durability have an impact in the final product since it isn't listed in the stats? or am I wasting points by putting them there?


MSgt D'Maro Feldar - Bria - Master Artisan, Merchant
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