Game Guides Archive
Thread: What is a 12 point -insert profession here-
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.
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?
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.
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.
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.
Message Edited by Tenaka411 on 10-18-2005 03:15 PM
It works.
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?
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.
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?