Development Cycle Archive
Thread: IT 7-4: Experimentation Resource Quality
Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.ffice
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How did resource quality effect your results?
Crafting on the whole seems to be much improved. Experimentation now gives better and more realistic feedback. However, some people do feel that currently the experimentation system is too reliant on the quality of materials used and that player skill has no impact at all beyond the number of points you have access too. In other words, the quality of the materials should be the most important factor, but at higher skill levels you should be able to do "more" with poorer quality materials than you could at lower skill levels.
On the whole though, I like the new
system you do get hurt more with poorer quality stuff, but your successes with good materials are greater than they were pre-patch ![]()
Utess wrote:
On the whole though, I like the new
system you do get hurt more with poorer quality stuff, but your successes with good materials are greater than they were pre-patch
Are you saying that based on experiments that you made? If so what did you make? What were the qualities of materials?
Logix, the WS corresponded made a few tests:
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=35955
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=35955
Createcrafting tool as Master Artisan. That item is easy to see how material quality enhance crafting.
Test done with 981 CON copper, on 100% Tool and 85% Station.
Before Patch 7: Out of critical failure I got EACH TIME a 98% Crafting Tool.
Now with Patch 7: Out of critical failure, I got on 10 tries: 7 97% Crafting Tool and 3 100% Crafting Tool. Those with 100% are those I got at least one Amazing Success (I got only several Great success on those at 97%). That mean that MAX experimentation is now highter when youuse best resource than it was with patch 6
With lower quality material, I got each timebetter result with Patch6 than with Patch 7. That seems ok to me.
To conclude that first day of testing, with top material, I got better item with patch 7 than with patch 6 but only when I got amazing success. In all other situations I always got worse result.
like that drink (is it brandy?) that incresses your chance on the next exparmention? or the city spelizations?
seems to me that it makes thies items more effictive...
all of your tests should now be done with this things and then see your results...
also...i belive this is a BIG part to the upcomming changes to crafting in ginerial...the new weapions...armor and how it works...
the is probly one way to end comp as being the end all be all...and i like like that...
- How is the experimentation gain calculated? Different experimentation results (great success, moderate failure, amazing success) obviously give different improvements, but by how much?
- Heck, how is the max percentage calculated? Is there any scaling done for resources required in a schematic that appear to have a hard-cap on stat values (like Plumbum Iron and conductivity)? So if the max value a stat can have is 500, would using a spawned resource with 400 in that stat act like an 800?
- How many decimal places are the experimental percentages tracked to? I had a couple of tests where a great success with a single point gave me +4%, a great success immediately after that gave 5%, and after that it went back to 4%. Did I hit a rounding point?
- How does the system deal with required resource types that don't have a contributing stat? Does it matter whether or not the resource type has a sub-category containing the stat? Minerals generally don't have PE, however solid petrochem does, would using solid petro as a mineral resource in an item depending on PE show an improvement?
- Does experimentation skill improve the percentage gain on a success?Would a Masterget a bigger percent increase than a Novice making the same item with the same resources?
- Are there any benefits to this new system that the current system doesn't provide (other than rewarding characters with the time and effort to find and hoard those "perfect" resources)?
A rough calculation on my testing results seems to show that the percent increase of a great success is about 8% of the max reachable percentage. This is with a non-Master artisan (but having Eng IV and Dom Arts IV, plus a bonus for being human). Any chance this ratio could be tweaked upward? Since the starting percentage with a great success assembly is around 20% of max if the experimenation gain was 10%, you could max out a category with8 experimentation points, allowing 2 (or 4 if you have +experiment tapes) points to be used to improve a secondary category. Or maybe change the number depending on how many experimentation categories there are, sincea single-category item seems to actually get a benefit with the new system.
What i'd like to see, and I think wouldn't be irresponsible, would be a larger increase per 'great' success (well, any success), to make it possible to get a 100% on one line of a multiline item and still have significant points left over to be dropped in other lines.
Example:
Final medicines have three lines, charges, med use, and effectiveness.
If I max med use under current system, with excellent materials, I'll get an extremely good effectiveness. But my points left to drop into med use and charges are more limited than they were under the old system (for an overal worse med, at least IMO). Under the new system, if I use poor materials, I'll certainly cap out quicker and have some points for the other extremely short tracks, but I think masters are feeling the sting because the system seems to reward mediocre material multiline items overal output, at the expense of high quality material multiline items overal output.