Chef Archive
Thread: Is experimentation bugged?
Valadon, you are 4/0/4/0. All your experimentation points will come from the last line, which has all your mods in it and will reduce your crit failures...grind that line next. Also, it depends on the ingredients you are using, and what you are making. It will tell you the % of each that is being affected. So if you have ingredients with say...low flavor, it will affect how well you are able to experiment the stat that's affected by it.
I'm not sure which affects what offhand, but hypothetically,if you use ingredients with OQ of 100 let's say, and the OQ has a 50% affect on charges....well, you won't be able to get any extra charges out of it, especially without some extra points to play around with.
At 0/0/2/0 I was able to make Tat Sunburn with really crappy stats, and one use only, even experimenting on the charges(1500 buff, 400dur, 1 use). At 2/0/4/4 I'm getting 7 charges per, now that I know what I'm doing.
Well I know where the points come from (and how stats on resources work for that matter), I just wasn't getting any changes with the 2 points I got. Made some Brandy today and it worked, so I'm good.
I didn't really see any improvement until I got to experimentation 3. Plus, most of the foods in the first and second tier of entrees and mixology don't seem to benefit much from experimentation. It's like they're already at some invisible cap.
Also, quality of the items you put in seems to really enhance your experimentation ability. If I get at least 10% pre-experiment mode on an item, then I know I can experiment pretty well on that particular stat. Anything lower than that and whatever I put into it isn't going to help a lot.
I've always experimented on the effectiveness. That goes for my Architect stuff too. Sometimes it seems to make a difference and sometimes it doesn't.
LordValadon wrote:
Well when you make an item that will be used as a component, what kind of experimentation do you want to do on that component.