Bio Engineer Archive

Thread: experimenting

Amizar
Wed May 04, 2005 8:54 am
#79

Has anybody tried to make a weapon with an absolutely horrendous weapon speed to see if it affects the cooldown of specials? I had this "epiphany" of sorts on my commute to work this morning and now I'm stuck here unable to test my theory.

Can someone verify if special cooldowns supercede weapon speeds or if the cooldown is directly linked to weapon speed?



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CorenLanra
Wed May 04, 2005 2:43 pm
#80

I'll see what I can to tomorrow, just need an unexperimented advanced stock and scope



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MTVGeneration
Mon Jul 11, 2005 2:34 pm
#81

How do you all experiment?


As my first real craft I just used upall 12 of my experimentation and ran it often getting just "great success".


I was then told by a friend to run the experiment after applying each point which did admittedly boost my food stats but I was using bespin port before each experiment point and obviously i ran out of stomach and had to wait ages to let my stomach empty which made crafting take longer.


Also I had an inspiration buff, in a research centre and used port and wondered if there was anythign else i could do to boost my chances f getting "amazing success"


Cheers guys



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I_Zombi
Mon Jul 11, 2005 3:14 pm
#82

whichever line i'll use the most points in i fill up first... usually using at least 6 points at a time. i keep on doing that over and over 'til i get an amazing success, then i drink port and try to get an amazing on the next line. and so on and so forth until i get an all-amazing schematic or give up



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MTVGeneration
Mon Jul 11, 2005 10:39 pm
#83






I_Zombi wrote:

whichever line i'll use the most points in i fill up first... usually using at least 6 points at a time. i keep on doing that over and over 'til i get an amazing success, then i drink port and try to get an amazing on the next line. and so on and so forth until i get an all-amazing schematic or give up





Doesn't that involve a lot of waste? I tried doing that with BoH but after 6 attempts I gave up. I've got pretty decent results from doing it 1pt at a time but it takes so bloomin long!!!



Sun-Tzu Liao [SFR]
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Kuan-Ti -Jedi Padwan / Lorri Kelmar- Bounty Hunter
Clancy - 12pt Chef/14pt Artisan
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I_Zombi
Mon Jul 11, 2005 10:48 pm
#84

with my +25 food exp suit and a research center it doesn't usually take more than about 20 tries to get the all-amazing schem. plus, i think every time you run an experiment on the schematic, it adds another 8 seconds per craft in the factory. lotsa points at once gives a better chance of getting all-amazings and reduces factory time



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golfingtx
Tue Jul 12, 2005 3:50 am
#85



I have found more consistancy with using as many experimentation points as I can. I will use about 10 per experiment and leave two to cap off anything I fell short on. There is a greater chance for fail as stated on the "Risk" factor but not even sure that is working because I never get lower than great success due to my outfit with all the attachments, good crafting station, +15 crafting tool, and top notch bespin port. I have found that I get better numbers this way even if it says great success. Just because it says great success does not mean that all points were great successes but a majority of them were. One stat might actually be higher. I only have tocraft about 2-3 items before I come out with a satisfactory product and one or more of the stats on the item is higher than if I did it one point at a time.


Beleive me, I have tested this out millions of times.Almost used up a whole run of components making a batch of brandy manually and they came out better my way almost everytime.Then there is the chance that you get all amazings on 10 of your points in one go and your stomach will be ready to move on to the next item to craft.

Message Edited by golfingtx on 07-12-2005 05:51 AM



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