Bio Engineer Archive

Thread: experimenting

RandDarkstar
Sat Jan 24, 2004 5:26 am
#53

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.





Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

-Strife-
Wed Feb 18, 2004 2:30 pm
#54

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.


If you make a gaffi stick that is 3.7 209 max with perfect experimentation (all greats) than that is what you will get each and every time you get perfect experimentations. You are limited by the materials you use. Having a few amazings would only mean that perhaps instead of spending all 10 points into damage, you will only have to spend 9 (read the first paragraph) and have an extra point left over to improve your ranges or lower your HAM.


To improve on your gaffi stick you can do one of two things. Get a higher UT ditanium steel of the advanced reinforcement cores, or get a higher SR Iron and or Steel to use in the final assembly of the weapon. You must either try to buy said materials, or be patient enough to wait for better ones to spawn.


You can also getweapons experimentation tapes but theonly thing additional experimentation points will give you is 1-2 extra points to improve ranges or lower HAM.


Hope this helps.




Strife & Discord
Master Weaponsmith
The Arsenal of Strife
-107 4517 Ragnarok Naboo

Atlas5
Wed Feb 18, 2004 2:40 pm
#55

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.


Cypress434
Wed Feb 18, 2004 3:42 pm
#56

Great post. Thx guys. I had the same questions myself



Jar Majere





Jar Majere (Master Weaponsmith / Master Artisan / Master Merchant)
Remo Majere (Melee Fighter)
lorzada
Sat Apr 24, 2004 7:08 am
#57

I was wondering what I should experiment when creating DNA templets. Also how do you make low lvl creatures with high ham and vice versa. Side note is there anything to grind beside micronutrient supplements. to make the grind go faster thank you.



To come out of the darkness and to know the truth. That is why rebels will rise up and restore order to a tryannt of a ruler as the Emperor. May he burn in a blue ball of lightning.
XiLorith
Sat Apr 24, 2004 6:43 pm
#58

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


Caal_Alerut
Sat Apr 24, 2004 8:36 pm
#59

to answer the grinding question first, stick with the micronutrients until you can make broad-spectrum nutrients. that speeds it up a lot and doesnt take as much creature food. as far as the creature experimentation, no one knows for sure how the experimentation works. nobody will tell us. check the faq thats stickied for the closest thing we've got (the ff advanced guide is justpart of it with pretty colors. dont bother.)



Jabun
Lowca
Master Bio-Engineer / Creature Handler / Chef

JabunBio Labs - We clone it, kill it, AND grill it!
Vendor located in Elysium, Corellia (2028, -3340)
furrycat
Sat Apr 24, 2004 9:17 pm
#60

> no one knows for sure how the experimentation works

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.




  |\_/|  
>(o.o)< furrycat ruffles your hair.
( ),
^^ ^^

zesan
Sat Jul 03, 2004 10:40 am
#61

where do you put your points when you experiment?is it best to put them in best to put them in base in the layers and segments and what on the final combine.?if a master could break down that or any tips would be nice.can the base go above 4 or 5 >?
TheTamerOfBeast
Sat Jul 03, 2004 11:20 am
#62

Put everything into base unless you are playing with stun armor. Put all leftover points into encumbrance.



LenrocaTranska
Retired-12pointArmorsmith|Merchant|Jedi
Emissive Armor -268, -5626 Coronet, Corellia

mattco71
Sat Jul 03, 2004 1:04 pm
#63

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.



Adolfie Warfarer / Addonis Warfarer
W-A-R

DragonFire7
Sat Jul 03, 2004 1:13 pm
#64






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.





encum and condition is the same bar....


Max Base then Encum/conditon..Unless its Ubese or Stun Armor




Ryric Krael- Master Armorsmith
Emissive Technologies
an Armor Crafting Company
Avian City, Talus -6055 377
Coronet, Corellia: -411, -5508
Keuller
Sat Jul 03, 2004 1:24 pm
#65

Encumberance and condition is the same bar for layers and segments, for the final combine top bar in encumberance, bottom bar is condition.



Keuller - Master Rifleman
Ais - Master Armorsmith
Armor/Loot Shop at 6460 4330 Tatooine
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