Bio Engineer Archive
Thread: Critical Failures
Hi All,
I am curious about how often my fellow Master Armorsmiths are crit failing on average. It seems that as a Master I crit fail ridiculously while crafting and while experimenting. It's becoming extremely annoying.
I would say that on average I loseone piece to a crafting crit failure per set I make, and am forced to sell another 1-2 piecesat lowered prices due to experimentation failures resulting in lowered quality/resists etc. I honestly very rarely make someone a full suit of anything without crit failing at least once, and I find it tends to happen back-to-back often too.
Just FYI, this is making 49% Composite suits with a lot of the best quality resources on my server, and after buying a crafting station with a 43.43 functionality rating.
I am also a Master Artisan and I get these kind of failures making Armor Upgrade Kits, Weapon Powerups, and other various "simple" items.
Anyone else frustrated with the frequency of failures, or am I just the unluckiest S.O.B. around? I think if they're going to keep these aounts of failures in they should increase the amount of "Amazing" results as well.
Thanks
When I make a 9 piece set of armour I will have 2-4 failures,mostly experimental.These all usually go in the bin as I try to sell good quality only.Thishappens whether its chitin,padded or composite.I have an even higher failure rate on PSGs.
Yep, same here. I basically lose or have 3 crap pieces for every suit made. And it ALWAYS come in multiples. I will have 3-5 in a row with critial failures on assembly or experimenting. Then MAGAICALY it all gets better and I can make 6-7 pieces with no problems. I almost never ever have just one failure. One of my worse runs I lost 8 out of 10 pieces due to crit failure on assembly or attrocious failures on experimenting.
I for one would like to see a system put in for crafting in which on a failure, the crafter has the option to use more resources to "patch" the work and continue without the lose. I know many would gladly give up an additional 10% resources per failure to recover and keep crafting. I can't imagine how many wonderful peices were ruined on the last 1-2 points on experimenting.
Ok i think i figured out why critical failures are being so common recently:
All of a sudden the crafting tools have all been asigned a functionality rating, most of you keep the one you crafted when you where a starting artisan and the tools has -14 rating or whatever. I replaced my tool with a plus 14 and now seem to be getting way less failures and also get better expermentation results.
I may be wrong and just be crazy in the head but this seems to work for me.
Apeb
intrepid
apeb, I think you're right on. My crafting tools are all 14.97 and I rarely have a critical failure. Tonight I made 3 sets of armor, (one advanced Chitin and two Ubese) with no crits and nothing below a "great" success. I also replace my crafting tools on a fairly regular basis.
Land
Master Armorsmith
Corellia, Lowca server
I wish it I could blame it on the tools I am using, but no way, no how. The crafting tool is +14.97 and the crafting station is in the low +30 range. I definatly think something is very bugged. Almost like the high end tools are actually increasing the chance of failure. Gonna try to use a crap crafting tool some and find a crap crafting station just to see if my lovely high chance of failures is still there.
And the thing I am really hating about the failures is that it comes in waves. When crafting armor, I might have 4, 6 or even 8 armor pieces in a row with just terrible results (ever had 3 critial failures in a row on experimenting - not pretty). It is rare that I only get a single failure.
It is almost like there is a timer on the system that every X number of minutes it generates a random base % number for success so if it generators a really low number, the chance of a failure during the time period is greater. Now, I know that the likelyhood of them using such a system is very very very small, but it sure does seem like it sometimes.