Doctor Archive
Thread: Ok I am confused can someone help me make the best D Buffs?
The Malleability (in your case the Steel) is factored into the experimentation rolls. Low Malleability will have a greater chance to crit fail, and High Malleability a greater chance to hit the amazing success end. You will also notice the risk factor (far right of experimentation window) go up quicker when using Low Malleability materials.
flipthepimp wrote:
Ok, I got ahold of some OQ 970 PE 935 avian meat, OQ 978 DR 470 reactive gas and some 980 930 Steel. I was able to make a 24 use, 818 power Action buff D using the steel for the inorganic. I usedAdv BEC's and the normal CRDM and Solid Delivery Shell.However my Quickness and Health Dwerecoming outin the 600-700 rangeand failing in experimentation a lot. Im guessing that DR is more important than OQ when it comes to the inorganic element. Can anyone confirm this?
Rolassk wrote:
The Malleability (in your case the Steel) is factored into the experimentation rolls. Low Malleability will have a greater chance to crit fail, and High Malleability a greater chance to hit the amazing success end. You will also notice the risk factor (far right of experimentation window) go up quicker when using Low Malleability materials.
flipthepimp wrote:
Ok, I got ahold of some OQ 970 PE 935 avian meat, OQ 978 DR 470 reactive gas and some 980 930 Steel. I was able to make a 24 use, 818 power Action buff D using the steel for the inorganic. I usedAdv BEC's and the normal CRDM and Solid Delivery Shell.However my Quickness and Health Dwerecoming outin the 600-700 rangeand failing in experimentation a lot. Im guessing that DR is more important than OQ when it comes to the inorganic element. Can anyone confirm this?
ak420 wrote:
Rolassk wrote:
The Malleability (in your case the Steel) is factored into the experimentation rolls. Low Malleability will have a greater chance to crit fail, and High Malleability a greater chance to hit the amazing success end. You will also notice the risk factor (far right of experimentation window) go up quicker when using Low Malleability materials.
flipthepimp wrote:
Ok, I got ahold of some OQ 970 PE 935 avian meat, OQ 978 DR 470 reactive gas and some 980 930 Steel. I was able to make a 24 use, 818 power Action buff D using the steel for the inorganic. I usedAdv BEC's and the normal CRDM and Solid Delivery Shell.However my Quickness and Health Dwerecoming outin the 600-700 rangeand failing in experimentation a lot. Im guessing that DR is more important than OQ when it comes to the inorganic element. Can anyone confirm this?
I was under the impression if the attribute is NOT listed in the schematic then it does not affect in any way.
In other words Malleability is not listed anywhere in making these meds.. so therefore do NOT affect. am I right? or is rolassk? anyone...
My understanding is that if it calls for three stats in this case OQ, PE, DR then the others stats will not affect and can be 3 for all you care because the 3 you care about are 900+...
in other words, i THINK.... that if you use steel as the inorganic ONLY OQ AND DR matter... as there is no PE it simply is not a factor at all but the other 5 or 6 stats of the steel could very well be 900+ or 3 and you'll get the same result.
um..... like if you used the same everything except you had steel that was 900, 750, 950 dr, 800, 970, 900 oq, 900 and also steel that was 3, 5, 950dr, 9, 2, 900oq, 5 that you would get the exact same results with either steel.
I think you misunderstood what I am saying here.
Malleability is an outside the schematic attribute that is factored into experimentation rolls (along with your +experimentation skill amount, research centers, tool ratings, station ratings, and newly Bespin Port). Now at a Master Crafting level you barely (if at all) notice the difference between using a 10Malleability resource, over a 1000Malleability resource, in your chances to get a critical fail during experimentation compared to an amazing success. However, at the beginning crafting levels you do indeed notice a greater chance of better experimentation using High Malleability materival vs. Low Malleability. Also the risk factor (regardless of your experimentation skill) goes up faster using Low Malleability materials, which is a further strike against possible great-amazing successes.
Dictionary Definition
Mal"le*a*bil"i*ty, n.
1) The quality or state of being malleable; -- opposed to friability and brittleness
2) the property of being physically malleable; the property of something that can be worked or hammered or shaped under pressure without breaking
You are correct about this:
In a schematic calling for DR/OQ/PE, Malleability has no effect on the statistical outcome of the end product...
If I use a 900DR/OQ/PE resource with 10Malleabiltity and get all great success during experimentation the product will be the exact same as using a 900DR/OQ/PE resource with 1000Malleabilityand getting great success.
Now, despite reports that a hard-capped or non-attribute resource is not factored into experimentation rolls, I have to disagree (meaning I think a resource with no Malleabiltity attribute is treated as a 0 instead).
It's the only reason I can think of why I crit fail more often making Adv CRDMs (neither C4 Fuel or Herb Meat have a Malleability stat) then I do making Adv SDS (Dolovite has a Malleability rating)
Unless things were stealth changed at some point, Malleability has been like this ever since I started crafting months ago.