Bio Engineer Archive
Thread: Experimentation
I'm wondering...I"ve heard of people selling Food and Chem crafting stations with a functional rating of 40+. I can't even break > 0. When I try and build the components...Control Units etc...I can't experiment on them...so even if I use the best materials I'm still lower than 0 on the functionality rating. What is the prerequisite for being able to experiment on generic items such as Control Units? Is this how they get the 40+ rating?
Thanks
I'll keep this short for ya.
1) the subcomponents all contribute to the final #, use high oq materials and max experiment them up... using unexperimented, low quality subcomponents actually lowers your final number.
2) use high conductivity copper in your final assembly.
3) with no subcomponents and 998 copper, fully experimented successfully to 99% will give you a rating of 14.94.each GOOD subcomponent you add will raise this number.
4) to be able to create these stations you must be a master artisan as the experimentation points for everything are from the artisan line. you will need all 10 artisan experimentation points in order to get the highest possible numbers.
good luck
user really really good materials, and experiment fully
A great crafting station with lousy optional components is worse than one without them.
Looks like the experimentation problem has dropped off the radar for some reason. I can understand that when you have master and you produce armor in a factory. All you have to do is make one good example. For those of us who have not made it to master yet (I'm 3 layer boxes away) who assemble by hand this problem is critical. I blew through an entire box of kinetic-layered ubese segments Saturday to build one suit of kinetic armor. 50 segments to build 7 pieces of armor is ridiculous, not to mention all the other resources I squandered to build it. For me the armor hole issue is a distant second concern. I do want to see it fixed, but I am making sales right now with it in place. I cannot sell the crap that results so often from the snafu that is experimentation. The experimentation is hurting my ability to be a successful armorsmith directly and tangibly.
More on experimentation...I have found what may be a bug with advancedarmorweave segments. I like to play around and see what everything does, so I decided to handcraft some advanced armorweave segments and build some advanced mabari to see what stats it had. I was shocked to discover that my experimentation ability plummeted with this particular segment. The first indication I got was when I got a "Failure" result on an experiment. I hadn't seen a failure as a result since before getting Tech 4. I thought it might be a fluke, until I saw it the fourth time and started playing around with the segments themselves to see what happens. I started trying to build segments and doing the full 7 experiment boxes at once. The best result I got was a "success", and that was rare...normally the result was a "failure" or worse. These results are not consistent with the results I get from other types of segments, leading me to wonder if somehow the experimentation for the advanced armorweave segments disregards any modifiers for experimentation skill. I have not had time to set up and do a controlled test as I wanted to, and I will be unlikely to be able to do it for several weeks due to work and travel schedules, so I wanted to report this here in case anyone wanted to try it out for themselves to see if I was seeing something real or just delusional. Of course some might make a case for delusional purely based on the fact that I was wasting time and resources on advanced armorweave. hehe
Rawk Arsaru - Armorsmith, Chilastra - Rogue Enforcement Brigade (REB)
OK what exactly is the range on Crafting Stations anyways? I had heard that it was supposed to be -15 to +15. Then I had a guy sell me this one that was +19. Now Here is +32 and +42... Does anyone know what the real range is?
See I was using like a -13 one before, and I seem to get more failures with this +19 one than I did with the "crappy" one. I dunno.
I use a 14.9% tool and was using a 32% crafting station and would regularly get way to many failures even with simple stuff like bone or chitin. I just upgraded to a 42% crafting station and the number of failures has dropped off by around 60% so that now I might only get one bad piece out of a full suit (before was averaging 3 bad peices per suit). It is amazing that 10% higher crafting station results in 2/3rd less failures.
I would suggest gettinga 40%+ crafting station if you can afford it.