Medic Archive

Thread: How exactly does resuouce quality affect experimental failure percentage?

aram12
Thu Jan 15, 2004 3:38 pm
#1

Here is something I discovered to my great surprise...


Crafting Stim B's...I'm MM...with the components I have been using for the past few weeks I get a failure percentage of about 18% on the first xp point. I accidentally put in a different inorganic component, SEEMINGLY with similiar stats and suddenly my failure percentage is 6%...I had no idea quality of resource affected failure percentage...can someone explain this more fully? I have checked the borads and cannot find an accurate and concise answer...much appreciated...

Zarlor
Thu Jan 15, 2004 4:28 pm
#2

Your difficulty rating to determine your experimental failure rates is determined directly from the OQ and Maleability stats of your resources.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
aram12
Thu Jan 15, 2004 4:37 pm
#3

And when there is no malle stat, it is strictly based on oq?

sallenx8
Fri Jan 16, 2004 2:26 am
#4

Decay resistance too i thought?



Chimaera > Velk >> Teras Kasi Doctor. Purveyor of medical resources and medical supplies. Check out the resources Vendors in loka Desuna shopping centre - Lok.
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Starsider > Velkavin > 2-H-Swordsman, Medic, Scout. Brutaliser of small furry animals.
WarFerret
Fri Jan 16, 2004 3:05 am
#5

There seems to be something wrong with experimentation - I have a 0% chance of failure all the time yet I actually fail about 20% of the time (I'm master Doctor).

Don't trust the risk meter folks.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
Zarlor
Fri Jan 16, 2004 2:05 pm
#6

If no Mal is present, then it is a 0 rating. So it means you are worse off, unless you are using multiple resources and at least one of those resources has a Mal rating, in which case that rating (or the average of thsoe ratings if multiple of those resources have Mal ratings) will be used instead of 0. It's not really supposed to work that way, but we'd be pretty screwed on a lot of stuff if it didn't.


DR has nothing to do with failure rates on experimentation.


As for the 0% thing, yess and no on tht being a a bug. You skill means that 0% risk is involved, but 0% does not men that NO risk is involved. It is a basic tenet of the game that all actions have SOME chance of failure. The problem is that most of us expect that the "Risk" rating should take all considerations into account and list even that failure chance as part of the Risk calculation. It is on the issues list, but I have heard that it would be extremeley difficult and time consuming to try to get it changed, so while it might happen, I don't expect it is enough of a priority to have it fixed very soon.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
WarFerret
Fri Jan 16, 2004 10:14 pm
#7

I dislike this aspect immensely, it's the Everquest model of "well they did everything right but we're still going to screw them over 1 time in 4 and there's nothing they can do about it".


It's incredibly frustrating, especially when as a master doctor you're experimenting on a pretty low level medic item and balls up 3 of them in a row, it makes no sense- I had a lvl D buff earlier (ok, high level item), with 0% risk at all times and got "success","moderate success","failure","failure" with the experiments I ran on it - how is that risk meter even close to representing the true risk associated with the action, they might as well just take the damned thing out.


It's incredibly annoying.




---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
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