Bio Engineer Archive
Thread: experimenting
The correct answer to all the above questions is " I don't know "
Experimentation was removed a long time ago, and there is no intention by the development team to replace it. At least, we the tailor community has heard nothing about such plans.
Experimentation: Usually, I will do a 3-3-1-1-1-1 Pattern for most experimentation. The one pointers are there because you may max the specific catagory and have left over points to spend in other catagories. By using big chunks you may "waste" points by capping with 3 points what could have been done with 2.
As for your "how do I make my weapons better question", the only way to significantlyimprove your weapons is to aquire better materials than what you are currently using.
Like you, I'm a pretty new Master WS, too. I scanned all of the advice about experiementing and done a few factory runs and here are my observations:
1) From everything I've read and my own experience, a 'great success' is as good as an 'amazing success'
2) There are many opinions on how many points to experiment at a time. I've tried it every which way, and some combination of 1-pointand 2-point experiments seems to be the best. Due to some rounding going on behind the scenes, you can get better 'kickbacks' in experiment points if you use them 1 or 2 at a time. A kickback is when you run an experiment, get a great success, but the game doesn't charge you an experimentation point. It essentially hands you a free experimentation point to use elsewhere.
3) Pay attention to the results of each experiment. Once you've topped out the speed and damage, put the rest of the points toward another attribute even if the interface shows you can continue to experiement for speed and damage.
4) Don't be lazy. I've noticed that if you experiment enough (15 to 20 attempts or more), you will sometimes get a set of better HAM or range modifiers when you thought you couldn't do better than you already had.
5) As everyone agrees, at the end of the day it's all about resources. All the experimenting in the world won't compensate for bad materials.
Great post. Thx guys. I had the same questions myself
Jar Majere
First stop for the answers you require should be the BE guide recently posted and the stickies at the top of the board here. BE is a complicated profession one that takes time and patience. Good luck with it.
Xilorith
The player-written documentation I've read on this forum and elsewhere (like the official site ho ho ho) seems to tally quite well with experience.
Experiment on Physique and you can increase Hardiness and Fortitude.
Experiment on Prowess and you can increase Dexterity and Endurance.
Experiment on Mental and you can increase Intellect and Cleverness.
Experiment on Psychological and you can increase Dependability and Courage.
Experiment on Aggression and you can increase Fierceness and Power.
For any pair of stats it's possible to increase both, increase only one, increase one and decrease one, decrease only one or decrease both. The result depends on the outcome of your experimentation attempt.
High Hardiness and (to a lesser extent) Dexterity values contribute to Health.
High Dexterity and (to a lesser extent) Intellect values contribute to Action.
High Intellect and (to a lesser extent) Hardiness values contribute to Mind.
Get Fortitude above 500 and your pet will have Light armour.
I'm sure there's other stuff that I have forgotten.
mattco71 wrote:
I actually max out base and put the rest into condition. no one can wear a regular set of comp without a buff anyway so dropping comp 100 to the ham for a suit really doesn't help much in the overall picture of things. but add another 1k or 2k to the condition and that will help.
Max Base then Encum/conditon..Unless its Ubese or Stun Armor