Unless specified, the experimental values apply to every aspect of the crafted item. This is indicated by an orange name followed by its particular experimental values.
This guide is simple. If all aspects are derived from the same categories, then shop for each mineral listed, looking for high values in those specified categories. After each part that has segmented experimental values, I give advice on what to shop for.
ARMOR
Armor Plating:
Aluminum, Steel, Low Grade Ore, Inert Petro
HR 25%, OQ 25%, UT 50%
Armor Reinforcements:
Steel, Crystallized Bicorbantium Steel
HR 25%, UT 75%
Mass Reduction Kits:
Aluminum, Perovskitic Aluminum
OQ 25%, UT 75%
BOOSTERS
Boosters:
Steel, Aluminum, Low Grade Ore, Liquid Petro Fuel
Mass, Hitpoints, and Armor points: OQ 33%, UT 66%
Acceleration, Energy Consumption, Booster Energy, Recharge Rate, Speed: CD 25%, OQ 25%, PE 50%
Energy Maintenance: OQ 33%, PE 66%
Conclusion: Shop for the above Minerals and look for decent CD and OQ, and a particularly high UT. Your Liquid Petro should haveanice OQ and a particularly high PE.
Booster Overdrivers and Extended Life Fuel Cells:
Steel, High Grade Polymetric Radioactive
OQ 33%, PE 66%
Fast Charge Fuel Cells and Heavy Fuel Cells:
Steel, Unstable Organometallic Reactive Gas
DR 33%, OQ 66%
CAPACITORS
Capacitors:
Steel, Copper, Inert Gas, Low Grade Ore
Mass, Armor, Hitpoints: OQ 33%, UT 66%
Max Energy, Energy Maintenance, Recharge Rate: OQ 33%, CD 66%
Conclusion: Shop for the above Minerals withdecent OQ and particularly high CD and UT. Your Inert Gas should have the highest OQ you can get.
Energy Saver Batteries, Extended Life Batteries, Heavy Batteries, Quick Recharge Batteries:
Steel, Conductive Borcarbitic Copper
CD 75% OQ 25%
COUNTERMEASURE PACKS
All Countermeasure Packs require the same two resources and have the same experimental values across the board.
Steel, Metal
CD 50%, OQ 50%
DROID INTERFACES
Droid Interfaces:
Steel, Fiberplast, Copper, Low Grade Ore
Mass, Armor, Hitpoints: OQ 33%, UT 66%
Droid Command Speed: CD 33%, OQ 33%, SR 33%
Energy Maintenance: CD 50%, OQ 50%
Conclusion: Shop for every resource listed above, looking for high OQ, UT, CD, and a decent SR.
Droid Brain Upgrades and Maintenance Reduction Kit
Steel, Conductive Borcarbitic Copper
CD 60%, OQ 40%
ENGINES
Engines:
Steel, Radioactive, Iron, Aluminum
Mass, Armor, Hitpoints: OQ 25%, UT 75%
Energy Maintenance: CD 66%, OQ 33%
Speed, Pitch, Roll, and Yaw: CD 33%, OQ 33%, PE 33%
Conclusion: Shop for the above minerals, looking for nice high CD and OQ, and a particularly high UT. Search for a radioactive that has high OQ and PE.
Engine Overdrivers and Limiters:
Steel, Fermionic Siliclastic Ore
CD 40%, OQ 60%
MISSILE PACKS
(All Missile Packs have the same experimental values across the board, being CD 50% and OQ 50%)
All Mark 1 Missile Packs require the same two resources
Steel, Radioactive
All Mark 2 through Mark 4Missile Packs require the same two resources
Steel, High Grade Polymetric Radioactive
REACTORS
Reactors:
Steel, Copper, Radioactive, Inert Gas
Mass, Armor, Hitpoints: OQ 50%, UT 50%
Energy Generation: CD 50%, OQ 50%
Conclusion: Shop for steel and copper that have high OQ, UT, and CD. Search for a radioactive that has a particularly high OQ, and the same for the gas.
Reactor Limiters and Reactor Overchargers:
Steel, High Grade Polymetric Radioactive
OQ 60%, PE 40%
SHIELDS
Shields:
Steel, Reactive Gas, Aluminum, Siliclastic Ore
Mass, Armor, Hitpoints: OQ33%, UT 66%
Shield Front Hitpoints, Shield Rear Hitpoints, Shield Recharge Rate: CD 33%, OQ 33%, SR 33%
Conclusion: Shop for the above minerals with a high OQ, UT, CR, and SR. With a lower generation shield, the Shield hitpoints and recharge rate are most important, so focus on the CD, OQ, and SR. With the higher generation shields, the mass can become VERY large, so search for minerals with particularly high UT. Search for a reactive gas that has the highest OQ you can get.
Shield Energy Savers, Shield Intensifiers, Shield Limiters, Shield Overchargers:
Steel, Gravitonic Fiberplast
OQ 50%, CD 50%
SHIP CHASSIS
All ship chassis require the same resources and have the same experimental values.
Steel, Low Grade Ore, Inert Petrochemical, Aluminum, Fiberplast, Iron
CD 50%, OQ 50%
*SPECIAL NOTE* When experimenting with your ship, don't even bother with the mass unless you spend all of your points on hitpoints and still have some left over. The mass will only increase by a very very small fraction, even if you devote 10 points to experimenting on it.
WEAPONS
All Blasters, Disruptors, and Ion Cannons require the same resources and have the same experimental values.
Steel, Radioactive, Inert Gas, Carbonate Ore
Armor Effectiveness, Shield Effectiveness, Minimum Damage, Energy Per Shot: OQ 50%, PE 50%
Max Damage, Energy Maintenance, Refire Rate, Hitpoints: OQ 50%, CD 50%
Armor Hitpoints: OQ 33%, UT 66%
Mass: OQ 100%
Conclusion: This is a special case. You'll want your minerals to have the highest OQ and CD as you possibly can. Don't concern yourself with UT, because Armor hitpoints are pretty irrelevant. If you have a choice between extremely highOQ + decent CD,and extremely high CD + decent OQ, go for the one with higher OQ. Heavy weapons can start to get really massive, and the advanced / experimental models get REALLY massive. Having a higher OQ candrastically decrease the mass. You'll want to search for an Inert Gas focusing only on the high OQ. When choosing a radioactive, the PE iscertainly more important than OQ, since it alone influences 50% of your experimental values for that top list.
Chaff Launcher, IFF Confuser Launcher, Sensor Decoy Launcher, and Micro Chaff Launcher
Steel, Radioactive
Mass, Hitpoints, Armor Hitpoints: OQ 50%, PE 50%
Energy Maintenance: OQ 50%, CD 50%
Conclusion: Use Steel that has a high CD and a particularly high OQ. Use a Radioactive that has high OQ and PE. If you have to settle for either high OQ or high PE, it really becomes a matter of preference. If you're aiming for a really nice Energy Maintenance, then pick the higher OQ over the PE.
Concussion Launchers, Image-Rec Launchers, Seismic Launchers, Proton Launchers, Spacebomb Launchers
Steel, Aluminum
Mass, Energy Maintenance, Armor Hitpoints: OQ 50%, PE 50%
Hitpoints:CD 50%, OQ 50%
Conclusion: This one has a glitch. As you can see, PE plays a big factor in the experimentation values, but neither steel nor aluminum has PE. This will more than likely be changed to UT or SR. We'll have to wait and see how this is fixed.
Armor Effectiveness Enhancers, Shield Effectiveness Enhancers
Steel, High Grade Polymetric Radioactive
OQ 50%, PE 50%
Quick Shot Upgrades, Speed Limiter Upgrades
Steel, Fermionic Siliclastic Ore
OQ 50%, CD 50%
Min Damage Intensifiers, Max Damage Intensifiers
Steel, Unstable Organometallic Reactive Gas
OQ 25%, CD 75%
REPAIR TOOLS
All Repair tools use the same resources and have the same experimentation values.
Steel, Fiberplast
CD 25%, OQ 75%