Doctor Archive
Thread: What's the first opinion of the crafting system????
under the new system with my resources, here's the power/duration after several experiment points have been used. All great success or better.
after 6 points used: 651/8036
after 7 points used: 696/8836
after 8 points used: 742/9630
after 9 points used: 789/10316
after 10 points used: 835/11003
after 11 points used: 888/11690
after 12 points used: either 90 med use or 933 power
Edit: Oh, got an amazing, got my power up to 935 on a health enhance
Message Edited by Lexy on 03-16-2004 01:36 PM
I made like 20 of each lol. ABECs ended up with more charges and less power (about 2 to 1).
Extra experimentation points make a huge difference on every schematic. Example I couldn't get past 166 power on ALS with 10 (175 before patch), and got 188 to 191 with 12 points.
So far, my experience with the new crafting system hasn't been a good one. I started out by crafting some of my artisan items, and there was little change, I noticed that I got 99.9988...capabilities on my clothing/weapon repair kits instead of the 99.9911...I was getting yesterday--as I said, very little change. On the two line items I don't have extremely high-quality resources so I couldn't effectively test those, the stats seemed to be the same as they were yesterday.
When I started crafting medical items, the nightmare began. I started right away with 5 critical failures on stimpack D's (yeah, I know that's probably not the patch's fault, but it was annoying nevertheless). Having run out of crated Bio Effect Controllers, I moved on to crafting components instead of actual medpacks. I made 50 of each type of component. Here are the results of this.
Advanced Liquid Suspension: 54 attempts, 50 successes. Average reduction of46 power (from yesterday)
Advanced Bio Effect: 52 attempts, 50 successes. Average reduction of 5 power and 4 charges
Advanced Solid Delivery: 56 attempts, 50 successes. Average reduction of 10 power
i've got a 43 eff crafting station and a 13.86 eff crafting tool
I rarely crit fail and I rarely get failures on experimentation.
when I had a 20ish eff station I had failures all the time.
Well, my impression of it was rather mixed. First off I should say that I have 12 experimentation points. Now, from what I have experienced so far making some sub-components, buff packs, and stims is that for you to max out one line of experimentation if you have good materials requires 11 points. So far, if my materials are at least in the low 900's and in some cases high 800's I can reach 100% if I have at least one amazing during experimentation.
The two subs I did the best on were my ALS which hit 200 power at 100% experimental effectiveness and my ASDS which hit 75 power at 100%. Currently, I have only a little better than average materials for ACRDM's which went from 56 power to 62 power at 80%. Now my ABEC material is kind of poopy. Maxing out my charges and getting an amazing here or there I would get 17 charges and around 18-20 power under the old system. With the new system, even with THREE amazing successes (basically all of my attempts to increase charges), it took me 10 points to reach 17 charges again, leaving me 2 points left over to get the power back up to 12 or 13 (I forget exactly). Now my oq and pe are a little better than my oq and ut (not by much though) and under the new system I can get the power up to 26 vs 23 that was achievable under the old system. Again, it took about 10 points to do that. So I could have better charges or extremely low power or high power and extremely low charges. No more happy middle ground. If you only have 10 points you would be even worse off.
As far as buffs and stims go. For the most part my power and duration went up while my charges stayed roughly the same as a 12 point master. My buffs in particular enjoyed about a 40 point increase to the base power all using my improved subs and only great successes on final assembly. I imagine if I had the patience to getsome amazings (which I will do later tonight when I have more time) I will get an even bigger increase. Again, it took between 10 and 11 points (usually 11) to max out the effectiveness leaving me 1 or 2 points to either drop med use (I don't sell them so I don't care about the higher med use, I am a master doc after all) or to add to the charges. For the most part I had similar results with my stims.
So in conclusion, if you have 12 points this system on most counts is great.You will either get quite nice improvements or will be able to absorb some of the shortcomings of lesser grade material. On the other hand, if you only have 10 points you will see minor boosts to the quality of your product if you have good material and will suffer pretty hard if your materials are of lesser grade. It really doesn't look like this was something to level the playing field. While arch-crafters should (and did) have some benefit , this change as we are gettingi a glimpse of, as many people have predicted would only widen the gap between the haves and the have nots.
Oh, on an interesting note.Crafting the same buff pack with the same percentage results (all greats) crafted with slight variations each time. No two had the same power or duration.
ChryssSR wrote:
Oh, on an interesting note.Crafting the same buff pack with the same percentage results (all greats) crafted with slight variations each time. No two had the same power or duration.
Adv Bio, pre- 20c, 17p
Adv Bio, post- 20c, 12p
Adv Chem, pre- 65 power
Adv Chem, post- 70 power
Adv Solid, pre- 58 power
Adv Solid, post- 63 power
Adv Liquid, pre- 182 power
Adv Liquid, post- 185 power
Lexy wrote:
Update:
Adv Bio, pre- 20c, 17p
Adv Bio, post- 20c, 12p
Adv Chem, pre- 65 power
Adv Chem, post- 70 power
Adv Solid, pre- 58 power
Adv Solid, post- 63 power
Adv Liquid, pre- 182 power
Adv Liquid, post- 185 power
Message Edited by Songe on 03-16-2004 03:14 PM
The Adv Chem maxed out at 11 points actually, with 10 points it was at 66 power (compared to 65 pre-patch)
The dolovite Iron I use in the Adv Solid is junk, only 271 OQ. The oats are over 900 on both OQ and PE so that is the saving grace. I have to use 12 points to make this good, after 10 points it was at 55 power.
Also, i'm noticing that if you get too many amazing successes it can hurt. I had all great successes on Adv Liquid the first time, got 185 power after being able to cap at 11 points. The second try I had 2 or 3 amazings, and got 183 capped power after 10 points.