Droid Engineer Archive

Thread: Hey TK can you get an answer to this? It is driving me nuts...

Gribnitz
Mon Jun 14, 2004 8:03 pm
#1

See this link...


http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=89272


Sorry, can't do HTML. Anyway, is this a fact? I am driving myself nuts trying to duplicate what is in this post and can't do it. Can you get a definitive answer so I can stop burning resources or click until I get it right ?




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Gribnitz the Rodian with the glasses
Master Droid Engineer - Master Artisan

Did you know it is physically impossible to lick your own elbow?

Kauri Server shop located at -1155, -4532 only 900 meters South of Bestine
Malitevv
Mon Jun 14, 2004 9:29 pm
#2

I may be wrong, but I don't think this guy knows what he is talking about. There's never been any evidence that assembly affects experimentation limits before he said that and you're best efforts have yielded exactly what would otherwise be expected: there is no relation ship between assembly and the experimentation limits.


I'm going to run some tests further on my server today now that this comes to the forefront. I'd also recommend looking at the artisan forums or other crafting forums. If this guys claims are true about droid engineer, its definitely going to be true about all crafting professions. which i consider very unlikely.



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In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
TheRealTK421
Mon Jun 14, 2004 10:15 pm
#3

If you roll an Amazing, as we all know, you're supposed to see the greatest numeric advance on the item/stat on which you're experimenting.

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,





TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Erillion
Tue Jun 15, 2004 2:19 am
#4

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.


We all know pretty well that we usually max out experimentation with skills and tapes. That the resources we choose usually determine the total % we can achieve ... however, the recent crafting experience on Naritus indicates that the resource limit may apply to the % you get from experimentation and NOT the % from assembly. So if you are luckly in the assembly stage (luck can be pushed with assembly tapes and crafting food) you can get a better final product. But its rare and requires a rather large sample of handcrafted items.


Have fun


Delos Stardust

Cybot Galactica Droids

Naritus
Javac
Tue Jun 15, 2004 4:20 am
#5

The thing is, the whole sucess thing is completely screwed up. I've gotten 'amazing' successes that REDUCED my experimented percent, and failures that have increased it.



Calis Exud - Droid Engineer Extrodianre - Retired
R0ZM4N
Tue Jun 15, 2004 6:27 am
#6

### this post has been repeated elsewhere###



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




...From the desk of Colonel Cass L'Arcana...
Imperial Armed Forces | Distinction & Honour
Erillion
Tue Jun 15, 2004 7:13 am
#7

Repeated assembly without crafting food/drink (but still in Research Center).


Again got harvest module rating 18 instead of 17 (my record: 19 with crafting food). Difference : better assembly result with the rating 18.


As usual experimentation was maxxed out with 9 ex points (I usually use 7 points, then the rest - usually 2 ... then I reach max).



Seems like my humble 114 droid crafting suggests a new trend in crafting in general. But only for people doing a LOT of hand crafting or being extremly lucky. I suggest you spread the word so people test it with other professions.


Have fun


Delos Stardust


Malitevv
Tue Jun 15, 2004 8:57 am
#8






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.







You are being too vague for me to draw any conclusions from your experience. in the above


% (of what) = % from assembly + % experimentation.


and for that matter, how are you measuring % from assembly so that you are able to claim that they add together?



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Malitevv
Tue Jun 15, 2004 9:05 am
#9

and to others (specifically TK), if the resources set the cap on the best your experimentation can do, and you have enough experimentation points to get to that maximum most of the time anyway (barring a failure on experimentation), how could the assembly have any role whatsoever in the final number? Either that cap is fixed or it isn't.


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?


That might be the case. But if it is, it's not that big of a deal. The average values for those initial percentage points are always high enough that I am able to experiment all the way to the best possible anyway; sometimes with experimentation points left over.


For the person claiming assembly is what made the difference for getting to 19 on the modules: in those cases where you did not get a 19, were you able to successfully experiment all boxes or not?





---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
TheRealTK421
Tue Jun 15, 2004 9:31 am
#10






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 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Malitevv
Tue Jun 15, 2004 9:43 am
#11






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.




---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
TheRealTK421
Tue Jun 15, 2004 9:52 am
#12

Getting a good Assembly roll seems to simply make it easier to get to the exper. max. on the item you're making.

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,




TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Malitevv
Tue Jun 15, 2004 10:02 am
#13

yes. but gribnitz is already hitting the top and is wasting resources trying to go further than that because of this idea that you can't do it without the assembly bonuses.


were the harvest modules bugged on TC the way that the droid repair modules are bugged on live now? because I find it quite easy to experiment to the maximum that the resources allow even if its as high as 100% on every module except for the bugged droid repair module.


i get 20% initial experimentation values due to assembly greater than 90% of the time without any assembly bonuses. That leaves me with 8 experimentation boxes to fill up and 10 experimentation points (11 if I wear my tapes). And it is fairly easy to fill 8 with 10 most of the time.





---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
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