Medic Archive
Thread: Medicine Crafting Failure rates NOT fixed!
This is getting very, very annoying..
To put things in perspective, I'm a novice armorsmith, with NO boxes in Tech yet, which means I have +10 to armor experimentation. I'm currently at OC3 for medic, however, and have +40 medicine experimentation. I'm currently looking at a 60% failure, 20% CRIT failure rate with medicine crafting, using fully experimented tools (10.62 rating) and over 900 overall quality resources. I've failed like maybe twice ever with my armorsmithing.
This is just wrong, and frankly a big pain in the ass.
There is SOMETHING up with med experimentation, everyone knows it. It's been around since launch, maybe even beta if I remember correctly, and I can NOT believe this is still lingering around.
NOTE: I never saw anything about this being fixed, but the medic Correspondent said that it was in some patch notes somewhere, I looked everywhere but didn't see it.
There was a patch note, in the publish path, i believe. And the did change SOMETHING. I'm now getting more stnadard successes, stnadard failures and mediocre successes than I waas before (+14 tools and station at Master Doc level). I can no longer even thinkg about experimenting more than maybe 2 points at a time since the risk is now too high that I will get at least some kind of failure. And even if we must live with the fact that a Crit failure can always occur I'd like to see that at least represented in our difficulty indicator. I can put 8 points in one stat on some components and still see a 0% indicator, but could get crti fail rates in the 20% range. Doing only 1 at a time at least it's closer to 5% crit failure.
Maybe we need to do some number crunch testing on this, if I ever get some time and the inclination to do it.
After hours and hours of clicking last night, in addition to a few trips/searches of the SWG Discussion forum, I've come to a very obvious and apparently popular conclusion: failures have been increased.
Nobody can deny this, there's been MUCH more failures/crit fails in the past few days that people are taking notice. And this is not limited to medicine crafting. Last night, I was failing noticeably more on powerups and armor pieces, and I'm a master Artisan. I also find it odd that the day I re-crafted ALL my tools and fully experimented on them, this started(there's a value now when you Examine tools, mine are all above 10.5). Is it possible they've activated Experimented effects on tools, but got it backwards? I'm going to make some -8 tools today to test this, I'll check back in.
One last thing: you said that this was in a patch note somewhere, but I read thoroughly thru every patch note they list since Aug. 15th, and didn't see it, and I'm sure it wasn't before then. If you can, link these patch notes where this is listed (basically if I don't see it posted by SOE, I don't believe it.. sometimes I still don't even
)
Ok, now I'm just boggled..
After hours of med crafting last night, I tried two different things:
-Crafting at home with my personal station, and
-Crafting in Bestine on a public station.
My findings were disturbing.. By using my personal station and experimenting one bar at a time or all 4 at a time yielded about 60% failures, 20% crit. I remember only one amazing success. It didn't seem to make a difference if I experimented slowly or all at once. Then I went to Bestine...
This is where it gets lame. By only experimenting one bar at a time and using the public crafting station, I was batting around 15-20% failures, and only critted twice. I got about 5 amazing successes, and about 60-70% great successes.
Damnit..
Also, because I really want a decent +Att. Speed powerup schematic, I grinded away at couplers for an hour. This is just plain pathetic coding:
EVERY SINGLE powerup that listed +Att. Spd as its primary attribute followed this exact pattern, and I tried this with about 20 different +Spd powerups, and it held true every single time:
Experiment Effectiveness up by 3 bars 3 times, leaving one bar left. Experiment that ONE LAST bar, and you get a crit fail. Every time, never fails, I got this 20 times in a row. So, I figured it must just be bad luck. I did it again, but before putting that one last point in Effectiveness, I put it in Durability. Tada! Great Success! I still had one point left, so I prayed and put it in Effectiveness.. Woot! It worked! 99% Effective powerup! This worked all 20 times in a row, also, so they're both hard patterned into that combo of resources, apparently. Too bad I made about 100 of em and the ONLY 2nd stats I could get on Att. Spd was Mind cost and Point Black Att. Mod. Ah well, I only put em on my rifle anyway ![]()
So what's all this mean? To me, it means that personal stations are somehow making you suck at Experimentation, and that SOE's Experiment code isn't really that random, as I could reproduce a pattern about 20 times. Gotta throw a multiplier in there based off the time in seconds, people! Sheesh, 2nd year college C++ programmers know that ![]()