Game Guides Archive

Thread: What is a 12 point -insert profession here-

sciguyCO
Sat Oct 25, 2003 7:02 pm
#1






Moosephat wrote:

This is probably so rare nowadays that crafters die the second they set foot on Dathomir, but nevertheless... how does the +20 force sensitive crafting bonuses (including experimentation) figure into this?




The FS bonuses act like a player city research center or the Bespin port drink: you get improved chances for a better success (amazing, great, etc) when you experiment, but you don't get any more points to spend.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Tenaka411
Tue Oct 18, 2005 3:02 pm
#2

I see the term all the time, but I am not sure what it means. I know they must have some kind of mod attached to their skill level, but could someone explain further? Thanks
LeviticusD
Tue Oct 18, 2005 3:09 pm
#3

A 12 pointer has +20 to experimentation tapes. You get a point of experimentation for every ten points. Master gets you 100, so you get 10 points for experimentation while you craft. You get those extra 2 points and you can do more experimentation.


For example, as an armorsmith making personal shield generators, a 10 master will usually have to spend all his points to max out the reisists. If I have the tapes, I can get another two points to increase condition, which I wouldn't have been able to do otherwise. It's quite an advantage.






LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
VENDORS -3500, -5866 Lok
Tagapagligtas D'Mundo-Oakley/Lalaki Oakley
sciguyCO
Tue Oct 18, 2005 3:11 pm
#4

Every crafting profession gets 10 experimentation points to apply to items from their skill boxes (AFAIK, always the xxx4 branch+ Master box + Novice box). Experimentation points are tied to the {whatever} Experimentation skill mod. For every 10 you have from the experimentation skill, you get one point to spend. So someone who is at Master {whatever} (skill mod = 100) is a 10 point {whatever}.


Skill mods can be boosted by skill tapes, up to a max of +25. So a player who has accumulated at least +20 worth of {whatever} experimentation tapes has two extra experimentation points: a 12 point {whatever}.


Human Artisans are a slight exception to this. Humans get a racial +15 bonus to Artisan Experimentation. That does not count towards the +25 cap of skill tapes, so a Human Artisan with +25 worth of tapes has an Artisan Experimenation skill mod of 100 (from artisan boxes) + 15 (racial bonus) + 25 (tapes) = 140, which gives them 14 experimentation points.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
exc
Tue Oct 18, 2005 3:12 pm
#5


10 points = 100 to 109experimentation (100 = craft master level)
11 points = 110 to 119 experimentation
12 points = 120 to 129 experimentation (only human artisan can go over 125)
13 points = 130 to 139 experimentation (only human artisan can go this high)
14 points = 140 experimentation (only human artisan can go this high)


Those are the number of points that can be used when experimentating.




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Tenaka411
Tue Oct 18, 2005 3:14 pm
#6

I get it now. Excellent explanation guys. Thanks to all of you.

Message Edited by Tenaka411 on 10-18-2005 03:15 PM

Jhett
Tue Oct 18, 2005 9:56 pm
#7

So why, pray tell do we not see 14 pt. experimentation on items? I was unaware that humans got this added bonus. Is it functional, or broken, like the other racial bonuses?




Jhett Dark
The Honorable Legion (HONOR)
Mos Vegas, Tatooine, RADIANT

sciguyCO
Tue Oct 18, 2005 10:26 pm
#8






Jhett wrote:

So why, pray tell do we not see 14 pt. experimentation on items? I was unaware that humans got this added bonus. Is it functional, or broken, like the other racial bonuses?




It works.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
LeviticusD
Tue Oct 18, 2005 11:20 pm
#9

It works, but it's only an artisan bonus, not a crafting in general bonus. They can make better PuPs and artisan foods, but that's about all the advantage does for humans. Elite crafting classes max out at 12 for all races.




LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
VENDORS -3500, -5866 Lok
Tagapagligtas D'Mundo-Oakley/Lalaki Oakley
Jhett
Wed Oct 19, 2005 7:51 am
#10

Thank you. Had I noticed that the A and E were capitalized in Artisan Experimentation, I might have picked up on that distinction. LOL...




Jhett Dark
The Honorable Legion (HONOR)
Mos Vegas, Tatooine, RADIANT

Moosephat
Thu Oct 20, 2005 4:45 am
#11

This is probably so rare nowadays that crafters die the second they set foot on Dathomir, but nevertheless... how does the +20 force sensitive crafting bonuses (including experimentation) figure into this?



Ceti RIP, died December 24th, 2005
Merry Christmas
sciguyCO
Thu Oct 20, 2005 9:11 am
#12






Moosephat wrote:

This is probably so rare nowadays that crafters die the second they set foot on Dathomir, but nevertheless... how does the +20 force sensitive crafting bonuses (including experimentation) figure into this?




The FS bonuses act like a player city research center or the Bespin port drink: you get improved chances for a better success (amazing, great, etc) when you experiment, but you don't get any more points to spend.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
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