Bio Engineer Archive
Thread: Experimentation
According to the devs, it's best to use them all at once.
Before the last update I was using them one a time, and getting much better results. Since then, I've been using them 3-6 at a time. If I go to 7, I get a lot of crits though...
only reason i make this post is to keep it in the minds of the dev's. S.cloth and R.panels need experimentation if only for the armorsmiths ,cause no we don't have much to go on as we give them to them they get luck of the draw so to speak ! when will this be fix as to be used again and i hope soon ,please help us and fix it fast no matter what
KrytonX
Kaadara,Naboo
Chilastra
We've heard nothing from the devs regarding this issue. I don't think there are any plans to put this back into the game, unfortunately. I have fussed about this since the first day it occurred and apparently the Devs aren't thinking that this is much of a problem.
I'm hoping that armorsmiths will create some concern. We don't have a correspondant...and no way to actually appeal the stuff that has been done to us. ![]()
Bridget Sara
Master Tailor
Wanderhome
Is ours broken?
I begin making Pet Vitality packs. First the 2 Medic tree componants. Great experimentation on both of them, so now I'm thinking, awsome, my Vitality pack is going to be great. WRONG! No matter how much I experiment on the Medic componants my Pet Vitality packs still come out the same.
Is this happening to others too?
im talking about the things you need to craft to make the Vitality packs. Their experimentation does not carry over to the BE item. Examples useing the same materials for each test. (all low quality.) This is my results from nearly 50 tests.
(forgive me i am at work and do not know he names of the Medic componants)
both Medic componants no experimentation. Base Vitality Pack = power 11
experiment very well on Medic componants. Base Vitality Pack = power 10
experiment and have critcal failures droping % to 0 on Medic componants. Base Vitality Pack = power 11
I thought ease of use experimentation was so that a lower level cm could use the crafted items that they normally would not be able to use. In reading some of these posts, such as one on Disease, it seems that when you experiment highly on ease of use, it increases your chances of the poisons or diseases taking affect, as opposed to the ever-popular "(whoever) resists the disease/poison".
Could someone please shed a little light into this dark cave for me? I'd appreciate it.
-Mogroz
yes...experimentation in ease of use will lower the Combat medicine use requirements on a sucess
Yes..experimentation in ease of use will increase the potency of your poison on a sucess or fail (makes it stick more better)