Doctor Archive

Thread: Experiment points % increase per point? how does it work?

Atobusarragra
Tue Mar 08, 2005 6:25 am
#1

I'm interested in how much percentage increase there is per experiment point. Does anyone know this?


It would help when nearing the end of a line to know whether a point will be wasted or not there.


In addition, is there a cap on certain experimentable lines, such as effectiveness?


As a comparison, as far as I'm aware AS get 7% increase for each experiment point up to the cap (which off the top of my head is about mid 70).


Thanks,


Ato
Rere
Tue Mar 08, 2005 6:35 am
#2



As far as I know, the Experimentation percentages per point works like this --


8.05% for a Amazing Successes;

7% for a Great Successes;

3.5% for a Good Successes;

1.75% fora Moderate Successes;

1.05% for a Success;


As for the a cap in certain experimentation lines, I'd say that for Doc, as all other profs it will basically depend on the stats of your resources. (And considering some of them has a hard cap in certain stats, it might be impossible to reach certain final percnetages).



Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

Atobusarragra
Tue Mar 08, 2005 6:52 am
#3

So these % are based on the assembly role?


For example, a great success after assemblywould mean as a master doctor each of the 10 experiment points I can use will mean an increase of 7% for each point? Or, a moderate success after assembly would mean as a master doctor each of the 10 experiment points I can use will mean an increase of 1.75% for each point?


Thanks for the reply


Ato
Rere
Tue Mar 08, 2005 7:16 am
#4






Atobusarragra wrote:

So these % are based on the assembly role?


For example, a great success after assemblywould mean as a master doctor each of the 10 experiment points I can use will mean an increase of 7% for each point? Or, a moderate success after assembly would mean as a master doctor each of the 10 experiment points I can use will mean an increase of 1.75% for each point?


Thanks for the reply


Ato







No, this are the experimentation percentages you get depending on the success you manage to get using each one of your experimentation points, it doesn't have anything to do with the 1st assembly roll.


The first assembly roll (when you put all the resources together) will define at what point you will start. So an Amazing Success there can get you a little bit better starting point for your experimentation.


Buton EACHexperimentation you do (doesn't matter how many points at a time you're using it), you can get all the successes I mentioned (as well as a failure or critical failure) and the percentage increase I gave you will be what you will get accordingly to the type of success you got.




Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

Atobusarragra
Tue Mar 08, 2005 7:55 am
#5


Ok, I see now. Thanks for your help


Ato

Message Edited by Atobusarragra on 03-08-2005 06:55 AM

Rere
Tue Mar 08, 2005 2:15 pm
#6






Lunariel wrote:



Technically a great success always give 7%, but buff packs have two hidden features because the power and duration share the same experimentation line. First is that the power and duration have separate rolls and you only get an 'average' of both rounded down. So you will only get a report of amazing if both are amazing. You can't really tell what the individual ones were without paying attention to the gains on power and duration. And even that is not easy because of the second feature.


Second there's the hidden compensation system. Whenevermore than oneproperties share the same experimentation line, the system starts to use a complex redistribution system. Internally there are alsoseparate percentagesfor the duration andpower becauseof this. If you get a great success on both, you are first given two values of 7%. But before they are added to the internal percentages, the system takes from the one with the higher internal percentage and gives to the other one. However the sum of two great successes willstill be 14% after this. The bigger the difference, the more is redistributed. So in practice you never get exactly 7% or 8.05%. The bad thing about this feature is that it will continue to distribute and roll for both even after you have maxed the first one. Which effectively wastes part of your experimentation points. If your duration is maxed at 60% and your power is at 90% and you get a great success on both, then you will only gain 5.6% on the power.


Lunariel





Right. But it should really be pointed out that this will ONLY happen in the case of buff packs.


And the difference you speak of will be even more noticeable if the DR on the resources you're using is too low. (Since they're different formulas for the power and duration even though they show up in the same experimentation line).





Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

Lunariel
Tue Mar 08, 2005 3:18 pm
#7


Yes, I think the buff packs are the only doctor schematics with shared experimentation lines. If they are not shared, it's straight forward and no problems.


For example Weaponsmiths have tons of shared lines which behave in the exact same way. And they are probably not aware of it because of the smallranges in the resulting values.


It's easy to spot for us with the huge ranges in power and duration.


Lunariel

Lunariel
Wed Mar 09, 2005 1:48 am
#8


The assembly result affects crafting like this:
Marginal Success: Start Percentage factor: 0.4
Success: Start Percentage factor: 0.5
Moderate Success: Start Percentage factor: 0.64
Good Success: Start Percentage factor: 0.82
Great Success: Start Percentage factor: 1
Amazing Success: Start Percentage factor: 1


The resources alone determine your cap (Max)on the percentage. With PE 500 OQ 900 Wheat and OQ 600 UT 900 Fiber an ABEC will have these caps. (500+750*2)/3000 = 66% on power. (750*2+900)/3000 = 80% on charges.


The starting percentage is then: Max*(Max+1)*0.15*Assembly Factor listed above


Technically a great success always give 7%, but buff packs have two hidden features because the power and duration share the same experimentation line. First is that the power and duration have separate rolls and you only get an 'average' of both rounded down. So you will only get a report of amazing if both are amazing. You can't really tell what the individual ones were without paying attention to the gains on power and duration. And even that is not easy because of the second feature.


Second there's the hidden compensation system. Whenevermore than oneproperties share the same experimentation line, the system starts to use a complex redistribution system. Internally there are alsoseparate percentagesfor the duration andpower becauseof this. If you get a great success on both, you are first given two values of 7%. But before they are added to the internal percentages, the system takes from the one with the higher internal percentage and gives to the other one. However the sum of two great successes willstill be 14% after this. The bigger the difference, the more is redistributed. So in practice you never get exactly 7% or 8.05%. The bad thing about this feature is that it will continue to distribute and roll for both even after you have maxed the first one. Which effectively wastes part of your experimentation points. If your duration is maxed at 60% and your power is at 90% and you get a great success on both, then you will only gain 5.6% on the power.


Lunariel
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