Doctor Archive
Thread: DO NOT experiment on your crafting tools!
After having 4 food/chem crafters with negative effectiveness since the release of the game (The modifiers didn't show up until recently, but they are the same crafters), I decided to get an artisan to upgrade my current tools.
I provided the materials and the tools came out at around 70% effectiveness which gave the tools a +5.79 effectiveness rating, my old tools were -12.57
So I took the new tools for a spin, and hand crafted 32 stim B's (As well as every single needed component)... wow, what a change.
Critical Failures before experimentation - UP
Critical Failures during experimentation - UP
Average % on item assembly - DOWN
Experimentation success - DOWN (Success messages downgraded, very few amazing successes, few great successes, more "good" successes)
Every single stim B I crafted using the new tools were far inferior to ones made with the new ones, I immediately switched back to hand crafting with the old tools and had my nice success rate back.
Anyone else want to test this out?
I've noticed problems with failure rates even more after the patch myself. Before the Patch I made sure I had good tools (they mad e a BIG difference in Beta, so I knew what I wanted beforehand and had an artisan friend make them). These are +14 tools made pre-patch and I use a +8 station made pre-patch as well.
This is strictly a subjective observance, but crit fail rates seem to be up in both experimentation and final assembly (keeping in mind that I'm a Master Doc with +100 Med Crafting). I've also noticed the MUCH greater instance of non-great successes and that amazing successes seem to be even rarer than crit failures, yet provide less relative bonuses than those crit failures will take away.
This is just driving me nuts.
And it is already on my new Big List for folks to vote on if you want to get it bumped up into the Top 5. I'm trying to wait for our Dev response before doing the new vote, though.
I doubt that, since I made128items with them (32 stim-B, 32 advanced BEC, 32 CRDM, 32 LS)items with the new tools, did not notice a diffrence really in speed, only failures and experimentation changes.
Every single stim-B I crafted with the old -12% tools were far superior then the ones on the new tools which had around a +5.79% rate.
After I noticed this I went right back to the -12% tools and started getting good results again.
Peons:
I don't doubt your data, but that hasn't been the case for me. I recrafted my tools when the "quality" factor became visible to better values. I haven't noticed a significant difference either way -- better or worse.
Just my two cents.
Critical failures are still a bit of a mystery to me as I'm a master doctor and when experimenting on individual stats I get a 0% chance of failure, yet it still fails. The other thing thats a bit mystifying is a crit failure sometimes affects _all_ experimental attributes yet a amazing success don't. I could deal with it if it was consistant. Maybe run this up the correspondant tree and see if we get an answer.
I've noticed problems with failure rates even more after the patch myself. Before the Patch I made sure I had good tools (they mad e a BIG difference in Beta, so I knew what I wanted beforehand and had an artisan friend make them). These are +14 tools made pre-patch and I use a +8 station made pre-patch as well.
This is strictly a subjective observance, but crit fail rates seem to be up in both experimentation and final assembly (keeping in mind that I'm a Master Doc with +100 Med Crafting). I've also noticed the MUCH greater instance of non-great successes and that amazing successes seem to be even rarer than crit failures, yet provide less relative bonuses than those crit failures will take away.
This is just driving me nuts.
And it is already on my new Big List for folks to vote on if you want to get it bumped up into the Top 5. I'm trying to wait for our Dev response before doing the new vote, though.
My kits have been 97% (14.xx) since the week of launch. .and ahve always had good effect... (both in meds, droids and weapons. .as wel las general objects).
My private house statoins always gave me a lot of trouble.. with the patch, I found out one was -10 the other -12. Replacing them with a 1.3 and a 8.8 (out of 30 max for a heavily experimented craft station with al lthe optional parts.. also HQ).. I have seen significant gains.. and am on the lookout for really good craft stations.
-T
Perhaps the real solution here is that doctors should not be using tools to hand-craft all components of medicines? Disregarding the factory bugs/limitations, you fully experiment on a BEC/LD/Chem Release schematic and pump out 100 of them... all perfectly made with max experimentation.
So you build your Stims/Medpacks/Enhance/Res packs using factory-made subcomponents.
a) you're going to have a lot less mouse clicking and downtime
b) the impact of a critical failure or experimentation failure occurs once only (as opposed to have a mediocre BEC, LD and a mediocre final experimentation assembly resulting in an overall crappy product)
Two other things I have noticed:
1) This might be observer error, but I noticed if I spend 1 experimentation point on ease-of-use, any "non great/amazing" results tend to impact the ease-of-use only (or mostly). Seems to be worth spreading your experimentation points at least a tiny bit
Well, I thought I'd toss this in since we are on the subject of crafting tools.
Getting critical failures with 0% is a bit annoying. But maybe it's like the 20 sided dice? Now matter how advanced you are, rolling a 1 is always bad.
Now, has anyone noticed this:
I'll run an experiment on effectiveness and get a critical failure. Overall effectiveness drops to 0%. Fine. I run experiment again, get 3 amazing successes in a row. Overall effectiveness is still 0%. It seems that if I crit fail first and it drops to 0%, no matter how many great or amazing experiments I get after that, it stays at 0%.
Anyone else experience this?
-A
That's actually by design. Holo said the idea being that if you crit fail (at least at a lower % level) it willbe bad enough that you won't be abel to do anything about it. He did say they may look into making anything that crit fails (at least that does so down to 0%) no longer selectable for experimentation.
The amazing success thing comes about by the way it determinds successes, so since teh % is so low (or nonexistent, actually) any success will be calculated as "amazing" because it mutiplies into 0 so much, if that make snese. Of course mutiplying by 0 gives you 0. So no matter how amazing it is, you still get 0.