Doctor Archive
Thread: Question regarding experimental failure percentage...what exactly affects this?
Here is something I discovered to my great surprise...
Crafting Stim B's...I'm MM...with the components I have been using for the past few weeks I get a failure percentage of about 18% on the first xp point. I accidentally put in a different inorganic component, SEEMINGLY with similiar stats and suddenly my failure percentage is 6%...I had no idea quality of resource affected failure percentage...can someone explain this more fully? I have checked the borads and cannot find an accurate and concise answer...much appreciated...
I believe I have this pointed out in the FAQ, but Malleability has an impact on your crafting. It's not documented anywhere, but it has been experimented on many times and seems to be true.
Using resources with higher malleability attributes will cause your risk of failure when experimenting to decrease. Using attributes with low malleability, conversly, will cause your risk of failure to increase.
So, even though a high malleability score won't relate to a higher maximum experimentation percentage, it will help you reach that maximum percentage through greater experimentation success.
It's not something I look for (especially now as a master doc and all of the experimentation points I get), but, all other things equal, higher malleability is always a good thing.
So a malleability jump from 305 to 465 will change percentage rate from 18 to 6?
That's the difference in malle in the two inorganic comps I used...
And you're also saying that, let's say, I switch out a resource that doesn't have mallea...then the exp perc fail won't change?