Doctor Archive
Thread: Experimentation lessens as you fill up the bar?
I looked around the forums, but couldn't find an answer.
I've noticed on SOME things, that when you get up toward the end of the experimentation bar, you'll get less per point.
For example, with current resources, I can experiment a buff pack D to about 83%.If I put 4 points into experimenation and get a great success, I get +28% or 7% per point. As I get near the last box of experimentation, the great success might be only worth 3%. It has taken me 3 points to fill in that last box before.
If you notice under the boxes where you place the points at, there are little boxes that fill up. I've noticed that once these get within about 4 or 5 boxes from the end (something at 1 great success will fill up), great successes are only worth 3% rather than 7.
I have also noticed, that it is not the same on all items. Many items in the artisan line and sub-components are not affected like this, yet, for the buff packs, it will take most if not all of your experimentation points to experiment it all the way up.
I heard of them doing this on test for all experimentation about a month or 2 ago, but it was supposedly taken out. I'm wondering if they took it out for other stuff, but a few things slipped through or if this was intentional so we wouldn't be making real good enhancement packs with high charges.
While I can agree with that, what I don't like about this is trying to get that last box to fill up. It could mean a +50 added to the base value. While trying to get this last point out, great successes are considered 3%, yet failures are the normal value.
Here's some specifics from a test I just ran.
Tried to make a stim E, but had some crappy materials. Only could experiment on it to 33%. Fill all 4 experimentation bars up, great success resulted in all 4 bars being filled.
Tried to make an Enhancement health pack D. Materials used resulted in a 20% effectiveness at initial combine. Filled in all 6 Effectiveness experimentation boxes (6 points), resulted in an increase of 38% (20% to 58%). After first experimentation, had 3 boxes unfilled, filled in all 3 boxes, result 11% increase (58% to 69%). After 2nd experimentation, last box was unfilled. Filled that in with remaining 1 point of experimentation. Resulted in a Success and a 4% DECREASE, (69%-65%).
First 2 experiments resulted in great success, yet first 6 points did just over 6% per point, 2nd experiement resulted in just under 4% per point. Yet all were great success which normally give 7%. Last experiment was a success, but resulted in a negative value rather than a positive.
I'm running short on ABEC's, need to pick up some lokian wheat before running more tests. I only see this with the enhancement pack D's, all types. Haven't tried the A, B, or C packs. Don't notice this on stimpaks either, though I need to do the test with something using better materials.
If I slowly put points into effectiveness such that, I don't fill that last box up, the experimentation points use the proper values (7% for great success, 4% for good, etc). It's only when the last box is filled that the values get screwy.
I have also managed to fill the small line up below the experimentation boxes, but not the experimentation boxes themselves.
I suspect what you're seeing is the weirdness of experimenting on something that raises 2 stats. That's why it doesn't pop up in stimpacks. I also think the success message in this case is an average of the result on the 2 stats.
Filling up the small line below the boxes usually happens if you're within a few % of maximum experimentation. I usually don't fill that last box if I can experiment somewhere else.
Yeah, it could be a problem with the way experimentation is handled on bars that affect two stats. Especially since it is possible to fail on one stat, but succeed on another and you get the averaged out message between what happend on both. Not to mention that the forumla used for those two stats might be different resulting in the fact that for one of the stats the bar really only goes to some percentage, but goes higher for the other. I'm not exactly positive how it hanldes that situation, exactly, but I bet that could be a big part of the anomoly you are seeing. You see a 7% increase (likely 6.66%, really) up until you hit the point where one of the stats would normall max out a percentage level, then from that point on you can only get half of that the rest of the way up, or 3.33%.
That's what I think you are probably seeing, at any rate.