Droid Engineer Archive
Thread: Hey TK can you get an answer to this? It is driving me nuts...
I've crafted quite a few 120 Harvest R3 Adv. on TC (pre P8 to Live), and they were devishly hard to make.
If I tried to 'shoot for the moon' and spend all my points at once, and I got an Amazing, I got 20.
I could also get there by getting great/amazing rolls using a few points at the time. However, if I didn't see great/amazing rolls all the way through, I wasn't gonna get 20.
The point is, using the same resources every time, I'd sometimes be able to get to 20 and sometimes not. Any time I did get to 20...it felt....hard. I think Jenden and JC would agree.
From what I can see, resource availability/selection is your real hurdle.
/bow
Respectfully,
OK this is starting to look more and more like a crafting bug and a crippler at that.
I was staying well out of this conversation as it appeared to have too many unknowns and require a massive amount of experimentation, anything else would just be speculation….
Starting on a completely unrelated topic, I may have come across some more evidence.
So I’m crafting Stim dispensers. I figure having 12 experimentation points I *can’t* fill all the boxes but the current debate had me thinking if I spent a little time, I might get a few ‘Amazing’ results and get a better product. I had built 20 (I was counting, allowing myself 30 max so as not to waste resources); they had been a mix of Amazing’s and Great’s but I always ended up with the same result (barring any misshaps) of 9 speed/51 uses. Then, on number 21, I got an amazing success initial build, all of my experimentation’s were only Great but the module ended up 9 speed /55 uses.
I wasn’t using food or drink and I don’t live in a City. This means that the initial build is a new and important factor and as we’d all have to spend all day long churning out test after test after test in order to compete with the next guy down the road, that says BUG.
Somewhat concerned…
Cass
Erillion wrote:
Hi there,
It seems to me that total % =( % from assembly + % experimentation). The % from assembly made the difference between the 17/18/19 harvester modules I crafted on Naritus using the same resources.
Malitevv wrote:
Are you guys maybe claiming that the success at assembly sets the initial % values that show up in the experimentation bars? That is, the percentages that are there before you start experimenting?
This is what I've seen to be the case, yes. It does relate to the quality of the resources used though, so it's not one or the other...but both.
/bow
Respectfully,
TheRealTK421 wrote:
Malitevv wrote:
Are you guys maybe claiming that the success at assembly sets the initial % values that show up in the experimentation bars? That is, the percentages that are there before you start experimenting?
This is what I've seen to be the case, yes. It does relate to the quality of the resources used though, so it's not one or the other...but both.
/bow
Respectfully,
yes I understand now. the only reason i never noticed that is because 99% of the time it's irrelevant because unless you have a horrible failure during assembly there will be more than enough experimentation points to fill all the boxes anyway. see my post on the other thread.
assembly bonuses do have a benefit, but this notion that they somehow make the difference in getting the highest quality modules is a red herring. the resources set the upper limit and if you are hitting that upper limit with your current bonuses, no amount of additional bonuses of any type is going to improve upon that.
and the fact is that with a very small amount of luck, you can experiment your way to the best case as a vanilla master DE with no additional bonuses at all.
On TC, when testing P8, if I didn't hit 25-29% on my Assembly roll, I knew that I wouldn't be able to get to 20 Harvest bonus modules.
From what I can tell, Assembly does sort of matter if you're trying to hit the top (it primarily makes it easier, or more likely, that you'll get there).
/bow
Respectfully,