Development Cycle Archive
Thread: Crafting Critical Failure Rates
4% critical failures sounds a bit high for someone who is a master. I think that is the biggest problem people see.
I'm a master doctor that crafts each enhancement pack each time I need one. The biggest problem I have with critical failures in both the combine phase and the experimental phase is the fact that I need 2 different components from factory crates. Also, at master level, there should be very little, if any, critical failures. Someone at the top of the profession should know what they're doing to avoid any failures.
Also -
The following sometimes seem to be variables in the equation - but this is just a feeling that I sometimes get, and have heard reflected by other crafters.
- The level of the crafter (master, novice, etc).
- The class of the crafter (DE vs WS, etc)
- The quality of materials used
- They type of materials used when different type can be used (e.g., intert petro chem vs fiberplast in some droid slots)
- The base complexity of the item
- The level of the schematic
- The quality of any sub-components
A post explaining a bit more of how the formula works - even in general terms - in relation to the above possible variables would be of great use.
as a weaponsmith the crafting and experimentation seems to go well unless im using looted enhancers like krayt tissues or high frequency vibro motors, would adding an enhancer affect this someway? maybe you could give the crafters on test center a load of enhancer to get the data you need then delete the items created? thank you
im a mon cal master weaponsmith with +10 weapons experimentation and im crafting in a city with +15% experimentation bonus.
Some more variables:
- The quality of the crafting station used for high level items
- Droid or architect made crafting station
- The quality of the tool used to make the items
- Certain materials used in certain modules - there are a few droid modules where if I use the green low grade ore (feel stupid right now, but just can't remember the name as it is not a droid particular), some of the schematics always seem to fail, even though the schematic calls for low grade ore in general.
ThorsAnvil wrote:
I hear what your saying, 65 faillures doesnt seem that bad. BUT
if its 40 Town hall's its catastrophic.
Architects don't have critical fails on assembly that lose resources.Use /next /next /next /createPrototype /createPrototype to get the item. This is NOT an exploit but a documented fix for Architects because of the large resource usage.
BlueMorgoth wrote:
One particular issue that I have with it is the cyclic nature of the failures. It appears to have something to do with the way the initial random seed is set up when you log in. Some nights I will start crafting and have no failures for a very long time (ie 4-5 hours of constant crafting) and then suddenly 6 or 7 crit failures on the combine (and most typically on the final combine too, which is the most expensive). I have found that if I continue to craft I will continue to get a horridly high number of crit fails and thus it is not worth my time crafting any more, as I am throwing away more resources than are making it to a final product. Logging out, going away for an hour or so and coming back in will usually alter this behaviour, but if I just log out (all the way, not just disconnect) and the log back in straight away, I continue to have really high failure rates.