Chef Archive
Thread: Flameout Rules!
one thing I learned with Flameout last night, its particulary important how you experiment your gin. My previous batch I experimented the gin more for quality and I came out with +1632 for 312 seconds with a 94 negative in a 9 use stack.
The batch I made last night, I had experimented the gin more for uses than quality. I came out with 1479 for 346 seconds with 123 negative in 10 uses. I fed all the experiment points I had into quality to try to get that negative down under 100. I couldnt get it below 123. I think people have a tendancy to avoid something with such a high negative to mind pools particularly. I think this is one drink where the components are best experimented for quality. Just my 2 cents ![]()
i haven't proven it, but I believe that the domestic arts components (carbosyrup & dough) do not effect the chef recipes that use them like the alcohols, soypro, puk, protato, and the rest do
But yes, experimenting on the components Should effect how the recipe that uses them works
I know for a fact this works with puk -> fire stew
when i get a great experiment going with puk, with around 71% quantity, and another good experiment with fire stew, i can get a stack of around 23 (my best)
When i get a failure on the puk and its around 50s or 60s, the maximum i can experiment for it with fire stew is for around 19/20 per stack.
I don't notice a big difference for experimenting with carbosyrup/dough, but maybe thats because you can't experiment with quantity and duration and quality are a bit harder to tell?
/shrug
Gizmarke wrote:
i haven't proven it, but I believe that the domestic arts components (carbosyrup & dough) do not effect the chef recipes that use them like the alcohols, soypro, puk, protato, and the rest do
Can some one confirm this definitively? I'm currently giving up my engineering line in Artisan to pump up some fighting ability. I'm already down to 9 points of artisan experimentation after giving up Master and eng IV. I'd like to give up the rest of that line - but if I need good carbosyrups ... hm.
Hero
~
Befishburger wrote:
Can some one confirm this definitively? I'm currently giving up my engineering line in Artisan to pump up some fighting ability. I'm already down to 9 points of artisan experimentation after giving up Master and eng IV. I'd like to give up the rest of that line - but if I need good carbosyrups ... hm.
Hero
I was able to geta difference making blob candies with differently experimented carbosyrups.Fully experimenting flavor made a difference of +15s on the duration, fully experimenting nutrition about +15 on the buff size. Unless this scales with the base buff of the item, I don't know that the extra points are really worth it.
Will come back later with some tests on Bivoli once I kill some more carnivores.
Ok, did it again with bivoli. One carbo I used grind material, came out 5% nutrition. Another I used mediocre rice and it came out 7% nutrition. No experimentation was done on either of those. Finally, I used good vegetables and maxed the carbosyrup's nutrition to 91%. Other than on the carbosyrup, I used the same resources and factory identical protato. Then I maxed out the bivoli's experimental nutrition at 72% forall threeruns. Oddly enough, I got more amazing successes on these threeitems than I have in the last month.
Bivoli with 5% carbo: +250 Mind
Bivoli with 7% carbo: +250 Mind
Bivoli with 91% carbo: +267 Mind.
If the carbo adds a static amount to the food buff, it looks like the best it can add with 100% nutrition is +18 or so. So while experimenting on the artisan components does make a difference, I don't really think it's worth holding on to the 14 skill points in the Engineering branch just for better dough and carbosyrup.
No problem. It's nerdy math stuff like this that endears me to SWG's crafting system. I find it fun trying to reverse engineer how the resources and components fit together to make a good product.
Yes, I know, it's a little pitiful. ![]()
sciguyCO wrote:
No problem. It's nerdy math stuff like this that endears me to SWG's crafting system. I find it fun trying to reverse engineer how the resources and components fit together to make a good product.
Yes, I know, it's a little pitiful.
Around August I spent a good part of my time trying to reverse engineer the subcomponent weightings, only to have them 'tweaked' a bit a month later. It's annoying having 50-100 tests that were repeatable become unrepeatable. I'm waiting for this magical new chef plan before I do any indepth testing.
So, to sum up subcomponents, artisan/chef subcomponents work (at least a little bit)?
What about subcomponents that are food, like veghash and starshine surprise (I think those are the only two). I've come to the conclusion that starshine quality is not important, but I see very little change in using different veghashes as well.
Experimenting on subcomponents does work. Veghash and starshine used as components do not seem to make any difference. I've maxed the buff on starshines with good resources, and left it with no experimentation with poor resources, and the sunburns have come come out the same using the same reactive gas. Similar results were obtained with vegeparsine. I've /bugged this, since I don't see why the stat/duration additions can't be done from these the same as from regular components.
Naturner wrote:
So, to sum up subcomponents, artisan/chef subcomponents work (at least a little bit)?
What about subcomponents that are food, like veghash and starshine surprise (I think those are the only two). I've come to the conclusion that starshine quality is not important, but I see very little change in using different veghashes as well.