Doctor Archive
Thread: Does anyone know what causes this during experimentation??
Okay, so I'm a master doctor, and I experiment on all my crafted items.
Ialways use high quality resources, so the number of "experiment boxes" for effectiveness (for example) goes pretty high.
So for example, let's say I'm experimenting a Stim-B for effectiveness. Normally when I'm ready for the first experiment, there are a couple of boxes already filled, and the "available" boxes go all the way to the end.
On my first experiment, Iclick on the rightmost box (spending as many points as I can). If I get a Great Success, it normally fills up everything but the last 2 boxes. Then I click on the rightmost box again and if I get a Great Success, then the effectiveness is at its max given the resources I used.
So in summary on a Stim-B with good resources, it takes me 2 Great Success experiments to fill the entire bar.
BUT.... When crafting an Enhance-D kit ... SOMETIMES I will click the rightmost box, and a great success will fill all but the last 2 (just like with the Stim-B), but then when I click the rightmost box and experiment again, ituses 2 or 3 experiment points, but only fills up 1 box to the right (or only half of it). Then I click on the rightmost box again (spending another 2 or 3 points) and it STILL doesn't max it out.
So in summary, SOMETIMES it's "harder" to max out a bar during experimentation.
Does anyone have any clue what causes this? For me it normally happens with Stim-E's and Enhance-D's -- but then just last night I made a run of Enhance-D's and I was able to fill the effectiveness in 2 experiments... Very strange. Any insight would be welcome. ![]()
Tamour wrote:
I find I get much better results if I experiment 1 point at a time.
'Tis true, better results.
The downside is (/grumble) more clicking and increased complexity.
Complexity doesn't matter if you're only hand-crafting, but can dramatically increase the time your factory will take making each item if you're making a schematic.
On the experimenting 1 point at a time, I beg to differ. An amazing success using all of your points will give you much better results than an amazing success using only 1 point and then a bunch of great successes.
But that's not what I'm asking -- experimenting 1 point at a time does not change the fact that even with 10 experiment points, I cannot max-out a bar sometimes even with all great successes.
If I have 8 boxes to fill, sometimes I can spend 8 experiment points and fill them all (6 then 2 using my method or 1 at a time using your method) like on my Stim-B's -- but other times, I can spend 10 experiment points, get all Great Successes, and only fill 6 or 7 boxes... And I'm wondering what causes this.
Was there any difference in the Mallability of your resources used? It's not listed anywhere but I have read on the various boards that Mallability effects expermentation.
Dr. Ackoroba
Starsider
I think the way it goes is you get like a 7% increase for a great success for example. The boxes show the max amount you could increase if you got all amazing and had all the Exp points.
So if you click on all, say increasing from 30% to maybe 90%, say this is 6 boxes and got a great success, it would only do 70% of that, so It buffs to like 76%. (don't check my math I was just throwing out numbers.)
So not you can increase from 76% to 90% useing like 3 more boxes. repeat the above calculation
On a side note. I feel I get better results clicking on box at a time. If you look at you chance of success, it increases for every box you click. One box may be 0% 2 8% 3 18% and so on, so your chances or getting great or better is greater clicking one box. but If you dont care and are just going to craft untill you get an amazing clicking all boxes, to load in your factory that works too, just uses more resourses.
*bump*
Still wondering:
1. What causes you to put an experiment point into something (click the next box in the line)-- get a Great success, and not fill the box you clicked on (only go up part of the % points necessary)?
2. Why is my risk of failure is ALWAYS 0% even when I try to experiment the full bar (8 points) all in one shot??
Thanks. ![]()
>> Was there any difference in the Mallability of your resources used?
I suspected this, but the resources I used in the good and bad case were the same -- although one of the resources in 1 subcomponent were different -- I'll check into that.
>> On a side note. I feel I get better results clicking on box at a time.
>> If you look at you chance of success, it increases for every box you click.
But with more experimentation it also increases your chances of getting a "less than great" success. So either you have a chance at a devastating failure and not getting full power, or you have several chances at moderate failures and not getting full power. *shrug* either way, the chance of getting full power on the item is the same.
When I get an amazing success, I want to milk it for all it's worth... and you just don't get that going 1 box ata time. This is, as you said, mainly for factory schematics where every point counts.
Here's another interesting fact... I used to get up to 17% risk when trying to fill the bar in one experiment... but now I NEVER see any risk over 0%. Even when I try to fill the whole bar... The ONLY time I ever see a risk is if I tried to experiment on two different categories at once - which I never do. Is this the same for everyone at Master Doctor?
You know, I thought I had noticed this before so I checked it out last night. I was making some enhancement C's for someone and this is what I found:
Normally, when experimenting on any item, a great success will give you a percentage gain equal to 7 * Number of Experimentaton Points spent. So, if I was working on an ALS and I spent 5 points and got a great success, I'd end up with an ALS that was 35% more effective than it was previously.
However, when I was experimenting with these enhancement packs, I noticed something (I'm a Master Doc with 10 experimentation points to throw around and I was experimenting 2 points at a time). I forget the exact numbers, but I started around 20% effectiveness.
I'd spend the first two points to experiment, get a great success, and I see that my effectiveness goes up to 34%, just as I'd expect (7*2).
I spend another two points to experiment, get another great success and I my effectiveness goes to 48%. (Again, as expected.)
Now, I spent the next two points and my effectiveness only goes up to 55% on a great success (which is half of the increase I should have seen).
I spend two more points on effectiveness, get a greatsuccess,and I go up to 60% (which is much lower than it should have been).
Finally, tired of wasting my points on effectiveness, I spend my remaining two point on charges. I get a great success and my charges goes up 14%, just like I'd expect.
Hmph.
I made 12 enhancement packs for someone last night and they all behave the same way. I don't know what it is, but enhancement packs certainly get harder to improve as you make them better. Is this a bug? Anyone know?
Serra_Amoretta wrote:
2. Why is my risk of failure is ALWAYS 0% even when I try to experiment the full bar (8 points) all in one shot??
If you have a high crafting ability (with 8 points, you're only a step or two from master), you can more easily experiment with less risk. Also, if you're using materials that have a high malleability, you'll notice that experimentation is less risky.
However, you can still get a critical failure even if the risk is 0%. I don't know why or how, but you certainly can do it.
Looking at your numbers....
it's possile to make the assumption that the more times you experiment, the less effective the experimenting is.
or
The higher the effectiveness (I.E. over 50%) the less effective your experimentation will be?
I'll have to try this with some high end component Stim A's so I canuse a ton of experimentation to see what happens.
I've done a ton of crafting and nothing I've crafted seems to behave the way the enhancement packs do.
Try experimenting on an ALS. Even if I can get a very high effectiveness (90% or so), I continue to see the same ratio of 7% for each great success all the way to the max. Stims and woundpacks behave this way, as well.
Nothing I've seen seems to behave like an enhancement pack when experimenting on it.
Then again, experimenting on the ease of use of anything else actually works so it's probably not all that far-fetched thatexperimenting onan enhancement pack is goofed up.
what do you guys mean by experimenting 1 point at a time? can someone explain this to me, im new to the crafting part of doc.
thanks