Bio Engineer Archive

Thread: Experimentation

Neshabur
Tue Sep 30, 2003 2:28 pm
#79

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

Ropock
Tue Sep 30, 2003 2:37 pm
#80

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




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Neshabur
Tue Sep 30, 2003 2:44 pm
#81

Thanks for the info...can you tell me...I am Master Artisan, how do I experiment on the Control Unit, Micro Sensor Suite etc...I can't figure this one out...
Ropock
Tue Sep 30, 2003 2:47 pm
#82

you have to be standing in front of a weapon, droid, generic crafting station.... i believe public works fine for those, but i keep a private one in my house for that stuff and schematics.



Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Dayln
Tue Sep 30, 2003 2:49 pm
#83

user really really good materials, and experiment fully


A great crafting station with lousy optional components is worse than one without them.

AirTraffic
Mon Oct 06, 2003 9:15 am
#84

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)




Rawk Arsaru
Master Armorsmith/Artisan

Jacquez D'Swish
Master Musician/Image Designer/Entertainer

Mercution Montulet
Troubled

REB/Chilastra
StarchMonkey
Mon Oct 06, 2003 1:17 pm
#85

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.




-------------------------------------------------------
Joryn Sunnrae
Master Swordsman
Master Medic
-------------------------------------------------------
Fielien
Tue Oct 07, 2003 12:42 am
#86

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.

Dejeweak
Mon Oct 20, 2003 10:55 pm
#87

i was crafting some stims, grinding away throught medic, and i noticed that sometimes i would get to experiment and sometimes i wouldnt. MY question is there a way to do it so i can expriment always. I am i doing something wrong or what? Anyhelp is greatly appreciated.



The few the proud the imperial players of the SOS
Dejeweak
Mon Oct 20, 2003 10:57 pm
#88

oh one otehr thing while looking through some posts. they said u need to be near a crafting station to experiment, but i was no where close to one and was still able to expirement.



The few the proud the imperial players of the SOS
Tirgwystraff
Mon Oct 20, 2003 11:08 pm
#89

People have crafting stations in droids.. you can be crafting the med center, someone pops their surgical driod, and BAM, suddenly you're able to experiment. I'm guessing someone had their droid out and you didn't notice.



Newmoon Tirgwystraff
Resident of Mr. Ploppy's Turtle-Flavored Ice Cream Kingdom
" English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
Hinesbra
Tue Nov 18, 2003 8:52 am
#90

I have read thru the patch notes but saw nothing big about lowering the sucess rate of experimentation but I have been failing all the **edit** time and with quality resources. I have re-logged, tried making stuff when the lag is down. I have a 42.1 crafting station and a 14.07 personal crafting station. I have heard that lag contributes to failures but failing 50-60% of the time as a Master Armorsmith is unacceptable. I don't have any tapes for experimentation bonuses but I doubt it would help any legitimate suggestions would help.



HINESBRA
=Rifleman-Novice Entertainer-TKM=
**Proud Member of Blackwatch Guild** Seeking new Rebel Members send me an in game email!
Hinesbra
Wed Nov 19, 2003 8:08 am
#91

so no one has had an abnormal amount of failures recently?



HINESBRA
=Rifleman-Novice Entertainer-TKM=
**Proud Member of Blackwatch Guild** Seeking new Rebel Members send me an in game email!
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