Doctor Archive
Thread: are the Experimentation CA's Worth it?
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Rere
Tue Jan 18, 2005 6:28 am
#14
mattos90 wrote:
If u use bespin port, do u still need the ca experimentation points?
Yep. Bespin Port only increases your chances of getting amazing successes, but doesn't actualy give you any extra experimentation points.
CalArsou
Fri Jan 21, 2005 10:08 pm
#15
mattos90 wrote:
It says it adds to experimentation though.
It's like FS Experimentation, it only increases your change to get an Amazing Success on the experimentation. Not a bonus to the number of points you have.
ForceFat
Sat Jan 22, 2005 12:32 am
#16
Actually this is somewhat misleading... i have ran numerous tests on bespin... my results showed that it DIDN'T increase the chances of getting an Amazing Success at all. But it did, in fact, almost remove the chances of getting a failure on that craft (experiment). What I have seen almost consistently was that Bespin reduces risk of failure but does not produce greater products. One needs 3 Amazing successes to accomplish and extra point on a single stat type. This happens so rarely, and with the Bespin only effectly the failure rate, I find it almost mute to use it except for saving precious resource and crafting cycles. if you don't believe me, run 100 tests yourself and find out how many with of the 50 with bespin make amazing and how many of the 50 without make Amazing... the answer is they are equal. But check the failure rates, and you will almost never find a failure with bespin.
Corvin
Corvin
pircio
Sun Jan 23, 2005 3:10 pm
#17
if bespin port gave you extra experimentation points then there would be a lot fewer masters and EXP tapes would not cost nearly as much as they do if they could be easily replaced by a drink.
toothlessviper
Sun Jan 23, 2005 7:28 pm
#18
i made my money from buffing for my 11point suit. then i crafted buff packs as an 11 point doc and sold them cheaper than the 12 points doc's till i had enough to buy the 12 point suit. I made no money from hunting or missions. it just takes time to do the way i did.
beyowulf
Sun Jan 23, 2005 10:37 pm
#19
I've been crafting meds for 17 months and I can say that having the 12 points makes-in my opinion-a 5-8% difference in the final results of any regular med product that is experimented on more then one stat.
In components, the only item that is effected by 12 points is an ABEC-but you're making a major contibution to the final med by adding two experimentation hits to charges. Let's say you just increase the final charges on the customer's med by two....on a Stim-B that's a 5% increase in overall charges to the pack-not including the additional experimentation points you'll throw at the final combine because you've maxed the efffectiveness line.
This same logic applies on virtually every med an ABEC is used in which is...gee wiz...every med. If the competition on your server is such that a 5% difference doesn't make a difference, then whoop-de-do. But I've found those two extra points to be a significant competitive edge.
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