Bio Engineer Archive

Thread: Experimentation question

nobel662
Wed Jun 23, 2004 2:32 am
#79

The bespin port adds to weapon assembly, not weapon experimentation, so the number of points you get to experiment with should not change. The only thing that should change is the frequency of great/amazing successes compared to lesser results.
Amay
Wed Jun 23, 2004 4:26 am
#80






nobel662 wrote:
The bespin port adds to weapon assembly, not weapon experimentation, so the number of points you get to experiment with should not change. The only thing that should change is the frequency of great/amazing successes compared to lesser results.





I disagree here. I drink alot of it and it always says it adds to my exp. However it will not give you the extra points. The cake adds assembly roll+ Now I have heard from one person that it does indeed have a bug and adds to assembly. I dont know but it would make sence to why no extra point for you.



Amay Strike Professor of Weaponsmithing
WEAPONS VENDOR!
WP= -4939 3187 NABOO, JUST OUTSIDE OF THEED

Solo Nerf???I don't care about no stinkin solo nerf! Go get a job! I bet you have food, drink, a roof over your head, and a nice ride...porbably even a little illegal stash of drugs. Well if you want toys you gotta find some income, because you looters are to dang greedy=P
nobel662
Wed Jun 23, 2004 7:04 am
#81

? I think you are badly mistaken as to how the chef foods are helping your weaponsmithing.
krakhor
Wed Jun 23, 2004 12:17 pm
#82

In my skill mods under weapon experimentation I have 100/+110. I use a bespin port that's +11, but I only end up with 11 experimentation points at the end. why not 12?


Forgive me if this is a common thing, I picked up weaponsmith today.
TechBoss
Mon Jul 05, 2004 5:56 pm
#83

I just master DE and have a few questions:


  • The only think I have found that is effected by experimentation is effectiveness. Do any of the other stats, like durablity or quality have any impact on the final product?

  • I plodded my way through making a fairly complicated droid, adv. probot. I could only place one combat cluster in it. I put a crafting station and repair module in the other slots. Is there anyway to put more combat clusters in it or can you only put one cluster of any give configuration in one droid?

  • Can you put in combat modules in addition to the combat cluster?

  • What module makes the droid "heal" faster?

  • Do experimentation/resources effect the consumable BH droids or can you just use "junk" resources like with smugglers spice?

I am sure I will have more questions, thanks for the help.




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Ackdel
Mon Jul 05, 2004 6:27 pm
#84






TechBoss wrote:

I just master DE and have a few questions:


  • The only think I have found that is effected by experimentation is effectiveness. Do any of the other stats, like durablity or quality have any impact on the final product?
    There are a couple things where you can experiment on two lines. Stimpack dispensor modules and repair kits come to mind.

  • I plodded my way through making a fairly complicated droid, adv. probot. I could only place one combat cluster in it. I put a crafting station and repair module in the other slots. Is there anyway to put more combat clusters in it or can you only put one cluster of any give configuration in one droid?
    The Probot ADV only has room for a single cluster. This varies by droid. Some can't take clusters at all, while the R3 ADV can take two.

  • Can you put in combat modules in addition to the combat cluster?
    Yup

  • What module makes the droid "heal" faster?
    Auto-Repair Module. Their effectiveness stacks, so the more you put in, the faster it heals.

  • Do experimentation/resources effect the consumable BH droids or can you just use "junk" resources like with smugglers spice?
    I don't believe resource quality affects the BH droids currently. This might change at some point - you never know.

I am sure I will have more questions, thanks for the help.











Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
Gavvot
Wed Jul 07, 2004 2:06 am
#85

1) try the hot topic sticky. There should be at least a list of all the new modules.

2) Currently vitality pack for pets work on droids.

3) Droid assembly and Droid experiment (in that order of importance). Droid complexity doesn't work, droid customization is only usefull if you're not master DE and the other skill tapes (speed and another I think) are for BH.



--
How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
Marissa_
Wed Jul 07, 2004 3:26 am
#86

Why is Droid Assembly more important than Droid Experimentation?

I rarely crit fail so Assembly doesn't seem as important as Experimentation. Unless assembly affects initial quality before experimentation as does the components/resources used quality, but I don't think so.
Knapf
Wed Jul 07, 2004 3:52 am
#87

Cool I'll look for the hot topic link and didn't know about the the Packs working on all pets. Good info.

Thanks again.
Drashk
Wed Jul 07, 2004 3:58 am
#88




Marissa_ wrote:
Why is Droid Assembly more important than Droid Experimentation?

I rarely crit fail so Assembly doesn't seem as important as Experimentation. Unless assembly affects initial quality before experimentation as does the components/resources used quality, but I don't think so.



Assembly will make your life much easier when you hit MDE and are asked to build R3s on the spot.....they have one of the highest Crit fail rates around with a Complexity of 45 (I think thats right). Most of the time, you will max out experimentation on droids and droid parts. ( As a master) The only thing that is heavily effected by additional experimentation points are the kits.






Making SWG more Star Warsy. One droid at a time.
Gavvot
Wed Jul 07, 2004 4:06 am
#89



Marissa_ wrote:
Why is Droid Assembly more important than Droid Experimentation?

I rarely crit fail so Assembly doesn't seem as important as Experimentation. Unless assembly affects initial quality before experimentation as does the components/resources used quality, but I don't think so.




Because at master you have more than enough experiment point for everything except repair kit and survey droids.

And because a critical success at the assembly stage will allow you to go higher than you could without it.

Let's say that when you do an harvest module, initial effectiveness is 23% and the max you can go is 85%
Having higher skill in assembly will increase your chance to have a critical success and start, with thesame material at 28% for exemple, and so go a little higher.

I think on the live server (at least on mine) it's the only way to make an Adv R3 harvest droid with an harvest 'bonus' higher than 110.



--
How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
Knapf
Wed Jul 07, 2004 3:44 pm
#90

Good Info .

Can anyone point me a link about the different mods and how they work together. like if you want to use a harvester mod you don't need a storage mod but it helps

Things like that,


New to the Droid group and hunting for info.


THanks all
Ackdel
Thu Jul 08, 2004 8:07 am
#91






Gavvot wrote:


Because at master you have more than enough experiment point for everything except repair kit and survey droids.




And stimpack modules.





Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
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