Medic Archive
Thread: Sub-component Experimentation test results for the sceptical
Test 1:
Stim-B no experimentation on any component, no experimentation on the stim.
19 charges, 130 heal value
Test 2:
No experimentation on any component, 9 experiment points into Effectiveness, 1 point into Charges for the final product.
20 charges, 208 heal value
Test 3:
Only experimented on Bio Effect Controller - all points into Charges, leftover into effectiveness. No experimentation on final product.
24 charges, 131 heal value
Test 4:
Only experimented on Chemical Release Mechanism - 9 points into Effectiveness, one point into Durabiltiy. No experimentation on final product.
19 charges, 142 heal value
Test 5:
Only experimented on Liquid Suspension - all points into Effectiveness, leftover into durability. No experimentation on final product.
19 charges, 161 heal value
Test 6:
Experimented on Liquid Suspension AND Chemical Release Mechanism but nothing else. No experimentation on final product.
19 charges, 173 heal value
Test 7:
Experimented ALL subcomponents. No experimentation on final product.
24 charges, 174 heal value
Test 8:
Experimented all subcomponents. Experimented 9 points into Effectiveness, 1 point into Charges of the final product.
25 charges, 253 heal value
The starting values for experimentation of the final product were exactly the same for EVERY test. Those values seem to be determined solely by the quality of the resources used to construct the final product and the stats of the subcomponents do not change these values at all.
Ack! Missed the first part of the message:
Ok, here's some tests I ran while waiting for myfactory to decide if it was going to work. Not very scientific, but I think it illustrates the importance of experimenting subcomponents.
Materials used:
Rice - Quality 983, Potential Energy 565 (used in BEC)
Fungi - Quality 717, Potential Energy 965 (used in everything else)
Water - Quality 980 (Liquid Suspensions)
Inert Petrochem - Quality 955, Toughness 826, Malleability 459 (used in pretty much everything)
There is one more step in the middle, but it does not show as learly as we gain skill..
The crafting roll.
When you make a component or final craft, there is a roll that affects the quality of the item (what you have attributed to materials only).
At lower levels of crafting it is possible to have a pretty big variance on the craft roll from same material, same item crafts... Around Skill III medic crafting its effects fade a lot, and by the time of master medic/doc we tend to get all good rolls, or a crit failure (poofs item).
So every item I make with the same materials seems to have +20% all the time, but that is not actually true... We just always make a good skill roll (or it poofs).
Complexity of the item plays a role in this (it also raises the failure rate for experimenting, which is why a low level subcomponent may have experiment failure 8%, and the final combine may be 18%).
CM's get hit worst with this, they get less crafting points than any other crafting profession, so as their complexities go up, their crafting and experimenting points don't, making it harder for them to crft and experiment well (not even counting tthey have less experimental points).
-T
I beleive the quality of the chem kit you are using effects this base combine roll as well. One of the first things I did with my new character when I had some artisan experimentation points was to build the best kit I could, use that to build another general kit with the same high quality materials but higher quality because it was built with the last kit, and then use that to make my actual work tools. Pain in the butt but since I'm wanting some general crafting xp and will likely be able to sell/give away those older gen tools it was worth it.
The kits I have now are around 93% after experimentation.
I found this thread incredibly helpful.
Could you comment on experimentation, do you do all your experimenting at once or put the points in 1 at a time and repeat until you are out of points?
Thank you.
A note about experimentingone point at a time vs several at a time. You always get the same improvement per point used, whether you use them one or three at a time. With one experimentation point and anamazing success you get 7%, with 3 you would get 21%. (I think 7% is right)
The more times you experiment, the higher the complexity of the item becomes. Complexity affects the difficulty to repair the item (buggy right now) and the cost to insure it. Since neither is really a factor with meds, the complexity is not a consideration.This, for best results, you should experiment one point at a time.
Caveat: One point at a time is boring, so I usually put in as many as I can and still stay below a 10% failure rate.
P.S. The Bio Effect controller has a large effect on the number of charges. An unexperimented bec + an unexperimented stimB = 20 charges, afully experimented bio controller can net you +5 charges, and a fully experimented advanced bec can get you +10 charges.
Basically, the power and charges numbers that result from components add a one-for-one bonus to the final PRE-EXPERIMENTED product. If I make a non-experimented BEC then it will hae a Power rating of 3 and a charge rating of 2 (90% of the time). If I use that component then I would get a +3 to the heal rating and +2 to the charges over a similar product using a +0/+0 BEC (I know that +1 is minimum, I'm just trying to explain how they work). The best that I could experiment that up to with 5 experiment points was a +6 rating or a +5 charges.
For the CRD, the base is 5/0. I have gotten that up to 13/0 with experimenting. So a top of the line CRD will give +8 heal in the final product compared to an unexperimented CRD.
For the LS, the base is 15/0 and the max I have hit was 35/0.
Those power and charge ratings are then added to a base number. Better wound and stimpacks have better base numbers. Then you most definitely experiment on the final product.
My conclusion was that AT MY LEVEL (OC-4), it was worth my time to experiment on the LS but not on the BEC or CRD. At a higher level, with a higher medical experimentation skill and more experiment points, it is much more worth it to experiment since the positive results are higher and the negative results are less frequent. Likewise, it is more worth it to experiment on woundpacks since the base number is lower.
Novamarine, as a Master Doc using very good materials, my risk rating is 0% doing 9 experiment points at the same time. That doesn't mean I don't fail...it just means that more often than not,I get Great Successes and it saves me a ton of time. Actually, for the most part I trash anything that doesn't come out as all great successes or better. So for a typical stim-b I put one point into charges and run the experiment, then the other 9 (or as many as I can) into effectiveness all at once.
For the BEC I put in as many points into Charges as I can(all at once) untilit is maxxed, the Iput the rest in effectiveness. For the other two components Ido the same, but putall points into Effectiveness (all at once). Thebenefit isabout8 fewer clicks
Another benefit is lower complexity. It's my understanding that complexity affects the length of time it takes to produce one of this item in a factory. The drawback is that if something goes wrong...it goes really wrong. Basically doing itall at once you get a great product, or trash.