Droid Engineer Archive
Thread: Assembly as important as Experimentation?
Message Edited by Malitevv on 06-14-2004 05:56 PM
Message Edited by Malitevv on 06-14-2004 05:57 PM
Straker_Atrella wrote:
Well that's not exactly what was being said. They are saying that you will just as many experimentation boxes filled up, but you will have a better product. For example in the thread where this came from, 17 rated Harvestor modules, and 18 rated ones.
One person is claiming that with the exact same resources and same experimentation, they can get 18 rated ones instead of 17's if they get a Perfect assembly.
A more perfect assembly, yes.
Specific to the Harvest modules, I do think I've seen this to be the case but I've seen it elsewhere as well. It has to do, I think with how the numbers add up for successive great/amazing rolls. We've all seen that there are fractions in the background that can end us up with a slightly higher outcome.
I often had to shoot for Amazing rolls on TC when testing P8. If I didn't, more often than not, I couldn't get to 20.
/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
MachineZed wrote:
Cass I would not consider it a bug. It would make sense that a "Great" assembly would be better than a "Good" assembly, like wise the "Amazing" the best we can hope for.
I was under the impression thata Successful Assembly would increase the Starting %. It is at that point that where you start the experimentation. Making it easier to Fill up the Exeriment bar.
Either that or the assembly bonus is going into your count as to how high your "10" points of experimention can take you. I am taking the 10 to mean the one box. IE (just pulling numbers out of my rear) say you have 100 Assembly points and 100 Experimentation. Moving one box at a time, Maginal=5% higher,Good = 6% higher, Great =7% higher, Amazing=9%.
But with higher Assembly bonus we will say 110 Assembly points. The Marginal Experimentation now = 6% higher, Good=7%, Great=8%, and Amazing=10%
These are just two of my theories of how Assembly works in the game enviroment
Lol
You see this is why I wanted to stay out of this one, you CAN’T play with numbers because the DEV’s will never let us know what those numbers are.The FACT is, if my one off experience marries with the details coming in from other DE’s on other servers and indeed other crafters, then forget the numbers, the facts of life will become thus.We will all sit around for hour upon hour trying to get an initial roll that is completely random and outwith our control. That is either very poor design or, more likely, a bug.
Do you see why I’m concerned now flower? I think TK needs to hold this one up to the DEV light to see if there are any cracks in it.
Message Edited by R0ZM4N on 06-15-2004 03:20 PM
MachineZed wrote:
I was under the impression thata Successful Assembly would increase the Starting %. It is at that point that where you start the experimentation. Making it easier to Fill up the Exeriment bar.