Doctor Archive
Thread: Experimentation. Dos and Don'ts. Could someone help me out?
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CraigLowell
Sun Apr 11, 2004 7:40 pm
#1
Hi everyone.
I'm trying to start crafting right now, and i'm rather puzzled by experimentation...
My question is:
Should I max out experimentation each and everytime or should i jsut experiment one box at a time?
Thanks in advance
Craig W Lowell
Master Doctor/TKM
Chilastra Server - Where the Guys wanna be like us, and the Girls wanna be with us
Songe
Sun Apr 11, 2004 8:49 pm
#3
Depends for what I would say... and what you want to get. For most of my schematics I'm trying to get an amazing success, so I just experiment all at once until I get one, and the result is better. But of course I'm doing it in a research center and only for schematics.
DarthXanthic
Mon Apr 12, 2004 5:18 am
#4
I do mine one at a time, because you have more chance for great successes, therefore better end product.
Ledao
Mon Apr 12, 2004 1:25 pm
#6
Proper experimentation can make a huge difference in the quality of your products. There is always a correct experimentation point allocation for a given item and combination of materials. I'll copy in an explanation I wrote here:
http://forums.station.sony.com/swg/board/message?board.id=Valcyn&message.id=103901
_____
Each great success yields a 7% improvement. Each amazing yields 8% improvement. Doesn't matter how many you use at once, but it is awfully hard to get 7 consecutive 1-point amazings... But, that's the important part, anyway -- a 7 point amazing = 8 points of great successes.
Depending, then, on the quality of your resources, it is more or less always possible to max out a line with 9 points, and sometimes with 8...
If, for instance, whatever you're making combines perfectly at 30%, a 7 point amazing success will bring you up to 86... and then to 93 with a great success on the 8th point. Of course, if you don't have an amazing success on the combine, you might begin with 27 or 28%...
There are some further subtleties due to the way the game rounds off decimals (or doesn't, depending), but there is always some number of amazing successes that will let you max out your primary line with 1 less point than you expect.
As for bespin... I do the first experiment with as many points as I need to have be amazing successes, and grind away until I get one. Only after that do I consider bespin... Since its always right after that huge amazing that you get a crit fail... For a loot drop, I would be more conservative...
Hope that helps.
_____
(end copy)
Certain "further subtleties" are discussed here:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=32735
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=32735
There's a bit more going on than there might appear... 
Halapino
Mon Apr 12, 2004 1:42 pm
#7
I experiment based on the 'risk' bar on the right of the window. The more you experement the higher it goes, and everytime you have a failure it goes down, a critical failure drops it quite a bit.
That being said, I craft junk untill I get a critical failure and then break out what I want to craft and go at it 3 or 4 clicks at a time. I'm in an 'research center' city, which I hear helps a bunch, but not sure how much because I've never crafted outside my station.
One thing I have noted since the patch 7 and repatch of crafting: When making buff packs, I always always use up 10 points to max my effectiveness. If I get 2 amazing success with 6 points (3 & 3) I'll have 2 boxes left to experiment on and if I do 2 points it will be one box left still. I'll do 1 box with same result, only in putting my last point into effectiveness will I max it. The same goes for if I don't get amazing's at all, it will use all 10 points to get maxed out.
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