Doctor Archive

Thread: Doc Experimentation

MysticalGuy
Thu Feb 12, 2004 10:14 pm
#1

Hey Everyone.


I'm not new to the Doctor profession but I rarely drop in here to check out what's going on with our class. First I love being a Doc. I'm a natural healer but I've been having problems as of late.


I never really noticed it until I started experimenting lots of different ways with Buff Pack D's. Here's my problem.


When crafting the buff pack I'm putting experiment points into overall power of the pack. With the resources I'm using (and I apologise for not being more specific) I am usually able to put up to 8 points right off the bat into the overall power. Now if I put ALL 8 points right away into power and experiment I usually get a good success or worse. Now I'll drop my remaining points as much as possible into the overall power after this happens.


Now if I were to instead drop 4 points at a time I can increase the pack strength up to 50 percent. I receieve a great success message doing this. I tried putting different amounts of experiment points into overall power in different combonations and I'm noticing that there are some rather obvious outcomes and some serious glitches. I was wondering if anyone could shed some light on the subject, perhaps some information on the matter as to why or even point me in the direction of where I would find information regarding this subject. Thanks To everyone who replies.



CAWAAR
Master Medic | Master Doctor | Master TKA
Councilman of the Brotherhood of Ni
Fear my furry fists of fury Imp Scum


Houdani
Thu Feb 12, 2004 11:15 pm
#2

I'm not entirely sure what information you're looking for here. I'll take a stab at it, though...


The theory behind experimentation is the more points put into each experiment, the greater the potential result. Of course, this also means a greater risk of failure.


On the flip side, if you only dump one point at a time into each experiment then your risk is much lower, and so is your reward.


The real game is to figure out where the happy medium lies. I personally drop 2 or 3 points into each experiment and I walk away with results which I'm happy with. I believe my meds turn out better when I do it this way rather than when I drop all my experimentation points into it in one shot.


H.




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Aynsun
Fri Feb 13, 2004 12:13 am
#3

I've been testing this out. 4 seems to be turn point, without any tapes/research mod I can use 1 to 4 point without having failure hardly at all. 5+ and I tend to get very often failures or mediocre results. I usually use 3 points at time and I get 1 failure in 10-15 items.



Account cancelled and business closed, Bye bye all
MysticalGuy
Fri Feb 13, 2004 12:30 am
#4

thanks for the input. You pretty much responded with what I was looking for. Sorry for being so vague heh.



CAWAAR
Master Medic | Master Doctor | Master TKA
Councilman of the Brotherhood of Ni
Fear my furry fists of fury Imp Scum


PostingAsIntended
Fri Feb 13, 2004 3:00 pm
#5

I have heard all this before, and everyone always claims more than 1 point is better. My personal experiance has been that 1 point per experiment yields the best results. It seems to be an inverselylinear relationship between points at a time to outcome.


Example (just a sample, not real data):


I put 1 point at a time for all 10 points into power on an ABEC to yield a 20/15 - not horrible


2 points at a time makes a 19/15


3 points at a time makes a 18/15


etc...


This is assuming that each and every expiriment is "Great Success".


This is not real data, just my way of expressing that I have never found that more than one point at a time has even remotely worked for me. I have never been able to make any sence of how people are getting better results. I just ignore it. And btw, my buff packs are as good as they can be (925 power with very good resources - far from the best possible resources, though)


Zarlor
Fri Feb 13, 2004 3:17 pm
#6

I think there are a few misconceptions here. From what I can tell and the playing around we've done with this back in Beta and at other times on Live, It really doesn't matter how many points you use at a time IF you get the same level of success. What I mean by that is probably best shown by an example, but my example will be for an item with 1 attribute and only 1 experimentation bar that experiments on only that one attribute (it gets a LOT more complex and could lead some people to think they are seeing certain anomolies when we are talking about a bar that affects 2 attributes, like in Enhance Packs where Effectiveness works on both Power and Duration. Check out he Doctor FAQ for all the really in-depth details as mcglonec has done an absolutely awesome job with that thing!)


So for this example lets work on a Liquid Suspension (and theses numbers will all be just made up.


Let us say that I'm a Master Doc with 10 EPs. I have some awesome resources with 1000 OQ/PE ratings that should let me max out as long as I get great successes with a nice 60 power LS.


If I use one EP at a time, my chances at getting a great success are greatly improved over using more EPs at a time, and my chances at getting a failure are reduced (excpet for Crit Fails which I think are probably set at around 5% no matter what, but which should see some changes at the Master Level, at least, at some point in the future.)


IF I get Great Successes all the way down the line I should be able to fill the bar out to 100% and have a 60 power LS. I will have increased the complexity of the item, however, by a total of 10. That means it will take 80 extra seconds for that item to be made in my crafting tool. For a 1000 unit schematic that means it will take 80,000 extra seconds to complete the entire run in a factory (over how long it would take to make an unexperimented LS.)


If I use all 10 EPs at once, I have a greatly reduced chance of getting a Great Success and a much higher chance at a failure result. However, if I do get a Great Success I should fill out the bar and get a 60 power LS. The complexity of the item will only be increased by 1, though. Meaning it will only take 8 seconds longer to come out of my crafting tool or 8,000 seconds longer to complete a 1,000 unit run in a factory.


Anything in between those two extremes should provide results between there. So 3 EPs at a time means less chance for a Great Success (but it's also less chances to roll against that 5% crit fail rate since you won;t be hitting that Experiment button as often.) At Master Doc the chance at not getting a great success with 3 EPs at a time is pretty darned low, though, so most Docs I know go for between 3 and 4 for convenience and factory speed sake. It's the compromise position.


It should be noted that the situation above is purely hypothetical. In fact I think a Great Success (or succession thereof) will not get you to fill a 100% bar, but I can't remember for certain if that's the case.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
PostingAsIntended
Thu Feb 19, 2004 10:42 am
#7

I understand what you are saying, Zar, but my findings are much more simple:


If I am making something that will yeild a power of 900 with all 'great success' expiremented 1 point at a time, then I will get something like a power of 890 if I expiriment 2 points at a time WITH ALL 'GREAT SUCCESSES' TOO. If I expiriment 3 at a time (all great success - apples to apples), I'll get a power 860, or something.


That is what I am trying to say. These numbers are purly for clarity of explaination - results vary, greatly.


I always, always, always expiriment 1 point at a time. It never, never, never is a good thing to do more than 1. thats all I am saying about that.


Zarlor
Thu Feb 19, 2004 10:48 am
#8

Hmmm.. that just doesn't jive with the experiments we used to do to check into that exact scenario (although it's has been a while since I've done that, and something could have changed.) Are you getting those results on something that only has one effect? I mean you can;t trust the success message on the power result on an Enhance pack, for example, because of the averaging effect of experimenting on a bar that affects 2 stats (power and duration in this case.) You have to eliminate that variable by trying a single effect bar, such as Effecctiveness on a standard Stim.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cailid010
Thu Feb 19, 2004 11:12 am
#9






Zarlor wrote:

Hmmm.. that just doesn't jive with the experiments we used to do to check into that exact scenario (although it's has been a while since I've done that, and something could have changed.) Are you getting those results on something that only has one effect? I mean you can;t trust the success message on the power result on an Enhance pack, for example, because of the averaging effect of experimenting on a bar that affects 2 stats (power and duration in this case.) You have to eliminate that variable by trying a single effect bar, such as Effecctiveness on a standard Stim.







This is hardly conclusive but I've noticed the same thing a couple of times. I'd be making sub-components and I could do one using 1 EP at a time with all great successes and get a higher power than the same item done with 3-4 EP at a time also with great successes.





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Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
PostingAsIntended
Thu Feb 19, 2004 11:15 am
#10

I am guilty of basing this mostly on observations with buff packs. There is nothing else I craft that I have great concern on the outcome. I'd be willing to chalk up the differences in observation to their being multiple values being modified. But remember, we are still talking about the overall outcome.. not just a point by point comparison

On another, slightly related note; I have noticed also that the % of resource stat mods depicted for the Chem Release Duration Thingies are not correct. it is Herbavor meat and something else (tat fibre?). The something else I have is so-so, but I have a ton of it. When using 2 different herbavor meats on 2 different components, I get very similar results. However, the stats on the two different meats I use are radically different:


a) 327 PE,940 OQ

b) 670 PE, 500 OQ


The power rating is SUPPOSED to be 33% PE and 66% OQ. If you weigh the stats you get a 'quality rating' of:


a) (327 * 0.33) + (940 * 0.66) = 728

b) (670 * 0.33) + (500 * 0.66) = 551


The meat with the good OQ (a) should be much better than the one with the better PE. This is not the case. By actual trial I can absolutely without a doubt tell you that the 'a' combination makes 64 power chems (all great successes) and the 'b' combination makes 67 power chems (of course, all great successes).


Both cases use the same exact other ingredient. My point? Crafting is all bugged up. Not much seems to be working as expected.
Quandry
Thu Feb 19, 2004 11:58 am
#11

heh ok here is my spin from what i learned as a master ws...



Say your making item X. This item has one stat that is effected by experimentation (a powerup for example). You spend 1 point at a time or 10 points if you fill up the bar its stats will be the same.



But say your not making a powerup...say your making a optional stock (yes i know its a weapon not a med but i know how they work better) Wen you experiment on a stock for the damage (you can experiment damage duribility and hams) each point you spend in damage effects the Max damage the Min damage and the Speed that the stock does.



Wen you experiment it tells you great success or what ever result you get. That is great wen it is one stat that is changing...But wen you have an item like a stock wich has 3 stats that are effected what type of success is ses is almost pointless unless its "crit fail". Wen making a stock with all great successes you could get 32/32 .8 speed...same resorces and successes again could give you 40/32 damage. And next time 32/40 damage. All same resorces and same great successes...If you try enough eventualy you will get a 40/40 stock...worthy of the scematic.



What i believe is happening is wen you experiment it roles all the stats effected for a good/great/avrage etc success. the first one it roles is the message you get for its success...great success or what have you. But it also roles 2 more times for the stock example i used. You dont see the "success" of those roles unless you watch the stats for the changes on the item your making. So in reality you could have gotten a great success on min damage and an avrage success on max damage and even failed on speed!!! But all you would see is "Great Success". I have tested this extensivly and im 99% sure this is how it works. I have made hundreds of power handlers and stocks etc trying to figure out just why 2 like crafted parts were not exactly the same stat wise...this is the only thing i have come up with that makes sence. Basicly ignore the "success message" Watch your stats. Wen you see all effected stats rise the right way you know you have that item as best it can be. It will take you a few parts to see just how much each stat can rise per experimentation point spent.



Btw i now spend all my points at once. If i dont get the highs in all the stats i want i make another one. Spending less than max at a time just gives me more room for the second or third role to miss. On avrage i will make 5-15 parts per scematic i make. I just hand craft the extra componets into sompthing usefull.



Hope this helps.





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Songe
Thu Feb 19, 2004 12:05 pm
#12

I've tried buff packs with the same resources, only great successes, with 1 at a time and 2... I got maybe 2 more points in the end with 1, so I don't bother.


However, if you try for amazing successes to make a really good stim for example experimenting on 4 or more is the best way, because the amazing successes really make a difference (usually one more charge per stim that way).





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Novice Lekku Stomper
Kynin
Thu Feb 19, 2004 12:50 pm
#13






PostingAsIntended wrote:
I am guilty of basing this mostly on observations with buff packs. There is nothing else I craft that I have great concern on the outcome. I'd be willing to chalk up the differences in observation to their being multiple values being modified. But remember, we are still talking about the overall outcome.. not just a point by point comparison

On another, slightly related note; I have noticed also that the % of resource stat mods depicted for the Chem Release Duration Thingies are not correct. it is Herbavor meat and something else (tat fibre?). The something else I have is so-so, but I have a ton of it. When using 2 different herbavor meats on 2 different components, I get very similar results. However, the stats on the two different meats I use are radically different:


a) 327 PE,940 OQ

b) 670 PE, 500 OQ


The power rating is SUPPOSED to be 33% PE and 66% OQ. If you weigh the stats you get a 'quality rating' of:


a) (327 * 0.33) + (940 * 0.66) = 728

b) (670 * 0.33) + (500 * 0.66) = 551


The meat with the good OQ (a) should be much better than the one with the better PE. This is not the case. By actual trial I can absolutely without a doubt tell you that the 'a' combination makes 64 power chems (all great successes) and the 'b' combination makes 67 power chems (of course, all great successes).


Both cases use the same exact other ingredient. My point? Crafting is all bugged up. Not much seems to be working as expected.







Well I had reported this very problem as I thought I was bugged too but you cant use the 66 33 rule on just the meat alone you have to add the applicable stats of both ingredients(meat and C4) / 2 then x .66 or .33 to determine what combination will work best.


The two ingredient components are easy to figure out like this but when it comes to buff packs I'm lost

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