Ranger Archive
Thread: Novice Ranger Crafting Question
Message Edited by Almagill on 09-09-2004 02:07 AM
AFAICS the only effect it has is on the quantity of cammo you get per 'pack'. Camps and traps are unaffected by quality of resource so keep a stack of cruddy junk for them.
For your cammo use the highest OQ you can get your paws on, with a WDG tool not the Generic one.
Back in a sec, just going to try something....
Message Edited by Almagill on 09-09-2004 02:11 AM
Okay, Just ran off a tat camo pack, no experimentation, 7 shots. (Resources between 600 and 750 OQ) with 8 of 11 experimentation points at MR, same resources give 16 - 20 shots.
Moral of tale, even if you've only got cruddy to mediochre resources to hand, if you can experiment, experiment, could get you a few 'free' cammo applications out. If you've got good to great resources, you have just GOT to experiment. Why waste a doubling or tripling of your end product!
Message Edited by Almagill on 09-09-2004 02:21 AM
Master Ranger / Mediocre Rifleperson
Bloodfin
Master Ranger / Mediocre Rifleperson
Bloodfin
Every +10 to a (crafting) mod does indeed grant another experimentation point (at least this has yet to be disproven). Unless Ranger is different, the experimentation would have to come from one of the following:
- Camping
- Creatuer Knowledge
- Creature Harvesting
- Foraging
- Trapping
- Maskscent
- TN
I would put my money on the experiementation coming from the camo mod, but that would mean we need 2 experimentation points from each +10 to the mod.
Owen-Lars wrote:Hmm camo is what i origninally thought, however i then realised that we can wear camo clothing and get camo backpacks and this hasnt made impact on my experimentation values.Perhaps only our base camo stats count but i dont see any reason why i woud, all other experimentation mods on clothing give extra points.
Hmmm...maybe that's why we have a foraging mod?