Droid Engineer Archive
Thread: Update note for today
Drashk wrote:
psikobunny wrote:
I disagree witha permanentremoval of the crit fail system, but I see this as a band aid until the system can be addressed, no more.
I'm not suggesting that I have any information to support this (Or I just made that statement to throw everyone off
) but I agree with the PB on this one.
Just like the changes made to the GCW are quick changes made to tied the tide until the actual GCW Revamp comes, so too could the Crit Fail changes be a quick change being made to set things 'right' until a kind of crafting revamp happens.
After all, this is the same system that Architects and Shipwrights have had for quite some time now. Even if it's permanent, it's really not a big deal. How often does a MDE really lose his stuff with a critical assembly anyway? It's probably only happened to me a dozen times since I've been master. That's why I never bothered to get tapes for it.
Since I was able to reproduce the same oddity without the use of any bonuses, I am going to go out on a limb and state that it is a bug and nothing more.
Straker_Atrella wrote:
DarthRoe wrote:
I have seen a change in stats from assembly, but only once in hundreds of attempts. I got a freak assembly on a harvest module that allowed the final rating to be a good 2-3 points better than any other attempt with the same resources (thank the maker I did a run of them!). I don't know if it was a bug or a secret "exceptional" assembly, but it is (or at least was) possible.
Straker_Atrella wrote:
Jenden wrote:
It still does effect quality of the final product (you can get a "good" success on an assembly which will yield lower starting stats, or amazing success which will yield higher starting stats (allows you to use experimentation in other areas for items like stimpack dispensor or repair kits). They need to do some serious work on the crafting/assembly/experimentation process... and its something I've been thinking about a lot lately.
Jenden, that is wrong.
Make a combat module right now, get an amazing assembly. Now get a great assembly. Use the same resources, there is no difference in stats.
Out of all my Harvest modules I made, my point was that every single amazing assembly had the same stats as the others.
I have never seen a change in stats come from assembly, not in droids at least.
The thing is Darth, that nobody has ever actually been able to prove that the increase you saw was from the assembly, andnot a bug or something. Many people don't even remember that they got an Amazing success or not, they just got better end numbers.
I'm serious about my attempts to replicate your extra couple of points Darth, it was you who inspired me. Mu numbers are written on my VAP board next to my desk. 572 HAnd Crafts (all with suit, food, and at least some FS crafting.) Out of those 572 hand crafts, I got 212 Amazing successes. Not on a single one did any stat improve.
I have done the same with Combat modules, Stim Dispensers, and Trapping modules. While not anywhere close to the level I tried on Harvest modules, again, not a single stat ever changed. I also am a Master Shipwright, I'm going to need to pay closer attention there, but again, I have never noticed a change. For example, my 104.9 speed engines is with Amazing and Great. However, Amazings in SW with experimentation are totally awesome.
I'm not going to say I am correct with SW, I just havn't seen it. For droids though, I have paid insanely close attention, bordering on obsessive.
I can see how this could be a good change for those using loot stuff, but it totally negates the only real benifit that a bunch of assembly things ever gave you.
With rumors abound of a future "non-combat upgrade" after the combat upgrade, I have high hopes that the current "wizard" crafting interface will be replaced with some other system...something a little more interactive with your environment.
Straker_Atrella wrote:
Jenden wrote:
It still does effect quality of the final product (you can get a "good" success on an assembly which will yield lower starting stats, or amazing success which will yield higher starting stats (allows you to use experimentation in other areas for items like stimpack dispensor or repair kits). They need to do some serious work on the crafting/assembly/experimentation process... and its something I've been thinking about a lot lately.Jenden, that is wrong.
Make a combat module right now, get an amazing assembly. Now get a great assembly. Use the same resources, there is no difference in stats.
Out of all my Harvest modules I made, my point was that every single amazing assembly had the same stats as the others.
I have never seen a change in stats come from assembly, not in droids at least.
After doing a bit more reading, neither of us is entirely right. For the most part the difference between great/amazing isn't there, though once in a blue moon (as in the most anyone's ever seen it is once or twice) you do get a bump up in the max item quality. I do know (at least for SW's, could be wrong for DE's since its been a good long time since I've needed to worry about the starting percentage) that a "good" or even "poor" success assembly role will yield lower starting percentages (but the same max percentage).
Jenden wrote:
After doing a bit more reading, neither of us is entirely right. For the most part the difference between great/amazing isn't there, though once in a blue moon (as in the most anyone's ever seen it is once or twice) you do get a bump up in the max item quality. I do know (at least for SW's, could be wrong for DE's since its been a good long time since I've needed to worry about the starting percentage) that a "good" or even "poor" success assembly role will yield lower starting percentages (but the same max percentage).
The point here is that even if it does have an effect every 1 in 10,000 tries, it's not a big enough effect to warrant the price/hassle of using food, tapes, etc. If they want to change how much assembly rolls affect starting stats AND remove crit fails, that's fine. However removing critical fails without changing assembly roll effects will have drastic consequences on the economics of certain items and even cityspecializationsthat were previously used by most crafters simply to avoid critical fails.
Yeah it sucks when your l337 loot drop gets dusted in a critical fail, but that's the breaks. The system as it existed allowed a reasonably careful crafter to take precautions that remove almost all chances of failure on important items, even without mastering your profession. Implementing a change like this only caters to the lazy and those who are breezing through crafting professions without really taking the time to understand the system.
See, give me a little time to get over my anger and I can still put up constructive posts ![]()
-Egna Dragonn
Egna_Dragonn wrote:
Yeah it sucks when your l337 loot drop gets dusted in a critical fail, but that's the breaks. The system as it existed allowed a reasonably careful crafter to take precautions that remove almost all chances of failure on important items, even without mastering your profession. Implementing a change like this only caters to the lazy and those who are breezing through crafting professions without really taking the time to understand the system.