Medic Archive
Thread: experminenting on stimpack, question.
I'll have to give that a try and test it, but I didn't think it worked that way.
Durability for things like weapons should mean that they take longer to degrade. Meds are a consulmable so who cares if the "degrade" with usage. I have wanted to test, though, if thre is a usage degreation. For example what if the first time you use, say, a Stim it heals 100 points of damage on average when trying it with 10 different, but otherwise identical in stats, Sims. Does the 10th charge only average 90? (Those numbers ae bogus, BTW and just used as an example.) IF that were the case you might want to increase the durability for large charge meds.
If it is the experimentation thing... not sure you'd want to waste the experimentation points ondurability to improve the chances of the few points you'd have left over. Most medics on the Beta discussion boards simply ignored durability because in theri experience it didn't really do anything. But I don't think any of us ever really experimented with either of the two ideas listed to any depth.
Oh and if you hadn't noticed, many of our schematics have a listing for Potency. THere are no resources in the game that Potency, but for whatever reason the Devs never took it out of the schematic. Go figure.
BTW, for those who may have missed this in other threads there are two factors which do affect experimentation success that it not really listed anywhere on a schematic or the manual.
A resources Maleability ration will affect your success rates and that little difficulty bar on the side. So if you are making a Chemichal Release Controller and using organics (I don't think any of them have a Mal rating) and one of those high Overall Quality Lubricatiing Oils (which only have OQ and Decay Rate ratings) then you're probably failing a lot. Use a petrochem or polymer (or even a fiberplast) that has good OQ and at least some kind of Mal rating.
The other thing that affects it is the effectivness of the F&C Tool you are using.I don't think you can examine a tool and see that rating, but if you have an artisan friend you trust you shuld have them experiment your tools up as high as they can. The more effective the tool, I have found, the lower the chances of failures and the higher the better successes.
Finally remember when crafting that you can increase your overall chances of success by using only a few (or even just one) blip of experimentation at a time. However, I find that if, for example I did 1 blip at a time and they were all Great Successes I might get 75% effectiveness, but if I ues all my experimentation points at once a Great Success might actually yield an 80% success, you just take the rick of a higher failure rate.
I guess I shoudl also add that you shuld always experiment on the subcomponents as well. A good experimentation on a subcomponent will also greatly increse you successes on teh final med.
Also using the Advanced versions of a subcomponent (even if the resources use dt make it seem to be worse that what you might normally make a regular one with) will aways make a better final product as well.
I'm not 100% sure on this, but I've noticed that since I have started to add points into durability on components, I have drastically lowered by fail rate and increased my success rate on the final component. I dont know if this is because I have increased my crafting level or if its because I'm experiementing on the durability. But using the same componentsm, I have noticed that I am rarely fail and almost never crit fail on final products if I increased the durability of my components.
I current have 7 points of experiment and find that 4 in to effectiveness and 3 into durability is good. Noticed diminishing returns on juicing effective past that. For my BECs, I tend to add 2 to effectiveness 2 to durability and 3 to charges, since some1 from beta told me BEC charges were important to the charges on the final product.
This system is working great and I make incredible packs. My stim Bs have 20+ charges and heal values of 160-180. My stim Cs have 28-34 charges and heal values of 270-290. Note: this is heal value listed under examine not what i heal for. I can heal for 600-900 with stim Cs