Doctor Archive
Thread: Regarding experimentation
Hi all
Just a quick questin:
When i experiemnt should i use all the points i can at once on one line or should i use one point at a time. Which is more efficient ?
When making the parts I try to put most on power but I still save 2 or 3 for charges. When making the compleated pack I use all it will allow me on power. Normally by putting the 2 or 3 on the charges while making the parts it will bump up the charges more than enough already without having to worry about them on the compleated product.
Elrod Medpack
Can't say as this will be a qualified answer, but from my experiance using All your points at once raises the chances for a failure. For instance, if you use only 2 or 3 points to start with, you get a 5% chance of a failure, whereas using 8 (assuming you have that many) points raises the chance for failure to 25 or 26%.
Having noticed this, I started doing 2 and 3 point experiments, and just repeating until I get my meds (or whatever) Up to the level I wanted the stat I was experimenting on to be at, or I ran out of points. You DO run a bit of risk from a failure (or crit for that mater) using this method, but I have found in the long run it works out better for me.
On the upside, if you have 8 points, and only have to use 6 to get that max effectivness you want from that stim C, you can toss the other two points into ease of use or number for charges.
Hope this helps!
Karatakus, Nearly Master Doctor, Gold Beach, Corellia, Chillastra.
I agree with the above posters, moving up 2 - 3 depending on the complexity of your product and your skill seems to be my usual way of experimenting. However, there issomething that always bothered me. The risk factors don't make sense from finite statistics point of view. Let me quite some numbers from memory while making a StimDs.
I have 10 experimation points.
Case 1. If I were to use 2 experimation points the probability of failing (if that's what the percentages mean) is about 2%.
Case 2. If I were to use 8 points then the probability of failing would show as 5%.
So using 2 point increments to get to the same effect as in Case 2, would put me at 2%+2%+2%+2% = 8% of failure.
Something doesn't add up here cause we all (the ones that experimented a lot)know that using 8 in one shot would definitely not yield as good of a result as doing things incrementally.
So IMO either, the display forumlas aren't right or they mean something else than a chance of failing.
Petao
Not sure how qualifiedI am to discuss this since I am only Doc Crafting Level 2, but here it goes anway.
There are3 factors I see in experimentation:
* Qualtiy of ingredients
* Risk of critical failure
* Chance of amazing success
Since ingredients play such a huge role in the final risk, using the best possible ingredients seems to greatly reduce the overall risk associated with experimentation. So, if you want to make good stims you MUST use good ingredients (not that this will come as an epiphany or anything). If you use even high-medium end components, your risk of failure during experimentation goes way up.
Critical failure or even a bad failure duing experimentation effectively ruins a stim. From what I can see, Critical failure can happen even when the risk factor is reported as 0%. Therefore, the more experiments you do, the greater the chance of getting a critical failure, even if you are being safe! The only solution to this aspect is to take as few chances as possible and thus as few experiments as possible.
Amazing successes are what its all about. If you are trying to make a schematic for a factory or just trying to make the best prototype you can, don't accept anything less than amazing successes for your schematcs. You may waste a few resources to get this kind of success, but in the end the products will be worth much more to you and to the market. The problem with amazing successes is that they happen far less frequently than 'great success'. However, getting an advanced private crafting station can help out in this regard. Also, using fewer experiments will help. Since the chance of getting 2 amazing sucesses in a row is small.
So, to sum all of this up:
If you want great stims, you have a better chance of getting them with one-shot experiments. If you want good stims, without as much risk or resource waste, you need to experiment as few times as possible.If you are satisfied with decent stims, using 2 or 3experiment point at a time will rarely cause waste, but you will end up with more critical failures than my method.
My general rule is if using all my experiment points would raise the risk over 10%, I will do one experiment with half of them and then another experiment with the other half. The result is that I either have really good stims, or I have mediocre ones, rarely something in between.
There is a side effect of the point by point approach. Each 'roll of the dice' calls for an increase in the complexity by 1. So, if you throw all your points you want to commit to one stat inand experiment, you only get 1 additional complexity. If you do 7 points that way, you'll get 7 more complexity.
The reason this matters is because the complexity determines the length of time it takes to craft the item. This is doubly true with factoriesbecause you're going to get hit with an extra 8 seconds per that will quickly add up. Dumping 8 points in will net you almost a full minute over the quick experiment route.Whenyou're making 100 items, that can really slow things down.
I noticed this first late in my crafting career when I was pressed for time. I quickly dumped in resources and maxed the experimentation on the charges and then on the heals and was surprised when it completed much faster than the previous billion stims I had made.