Ranger Archive
Thread: Quality of resources used on Traps...does it make a difference??
Hey all,
I know this question has been asked before, but in reading the previous threads I'm still not "sure" if theoverall qualityor any other stat on the hides/bones/metal I use to make a trap actually effects how the trap comes out. I don't know that much about experimentation, etc, but I do know that my doctor friend can make me Stim B's that have twice as many stims to a pack AND give me a lot more health back when I use them than the ones I can make myself (when I don't experiement and just use whateverresources I have at the time). I know that he is using experimentation and the best stuff he can find and I know that doing that makes his Stim B's a lot better, but is the same true with Traps?
So, should I care what quality components I'm using when making a Trap? Will I get more traps per pack doing this? Will they last longer or have a better chance of sticking? Or...should I just keep using the resources I scrounge up while working on scouting experience? ![]()
Thanks in advance,
Shorcan Lonestar
Valcyn
Whatever quality resources I use it always has a 0% Experimental Effectiveness. If I am at a crafting station and I choose to spend my 1 experiment point a always get a grat success, but the experimental effectiveness never changes it is still at 0%. The only thing I can see that changes is the complexity. If I am crafing a P. Dart and experiment It always raises the complexity from 12 to 13. Now I have no idea what this does, but this seems to be the only thing effected by experimenting.
"Whatever quality resources I use it always has a 0% Experimental Effectiveness."
- Experimentation is based on afactor of the initial value.
- So if the value is 0% initially and a "Great Success" increases that value by 5%, you'll still get 0% (5*0=0)
- You'll notice this problem in regular crafting if you have a critical failure. The value will be set to 0%, and you will no longer be able to raise it.
- Apparently they have not set the initial base value properly. ![]()
- Once they do, our sad little one experiment point will actually have an impact. ![]()
"If I am crafing a P. Dart and experiment It always raises the complexity from 12 to 13."
- Everytime you experiment, whether it increases (or decreases) the quality, the complexity will increase
- Complexity determines the amount of time a singleitem will take to produce, by hand or in a factory.