Shipwright Archive
Thread: What do you guys use Experiment pts on for missiles/ordnance? (etc)
Page 1 of 1
thecolonelcardaks
Tue Nov 30, 2004 9:39 am
#1
My main question is how you guys break up your experimentation points while making proton missiles/spacebombs/chaff, etc. I am not sure whether to just max out the max damage or min damage, or break it up. Whatever feedback you have, would be helpful.
Also, if you could include the experimentation spread on any other components you make that would be helpful to me, since I am just starting to make more components. Thank you in advance!
Barb-Wire
Tue Nov 30, 2004 3:45 pm
#2
on space bombs i experiment them till their ammo increases by one tick. then dump everything else into damage. witht he other missilesi experiment up the charges as well. each type has its sweet spot after dumping in point it wont go any higher. after that dump it into damage.
Ackew
Tue Nov 30, 2004 4:57 pm
#3
on missles ammo then max damage
on weapons max damage then min damage
on reactors energy gen rate then mass
on armour armour hp then normal hp
on shields 60% back shp40% front shp
Yea 2000th post 
Message Edited by Ackew on 11-30-2004 11:59 PM
Zedzuada
Tue Nov 30, 2004 5:46 pm
#4
My first combine with new resources, I experiment the quantity line fully to see how many I can get.
With the second combine, I find out how many exp points are needed to get to that number. Then I spend the rest on max and min damage/effectiveness, in that order.
Once I know how to allocate the points, I'll keep crafting by hand and producing packs until I get some nice experimentation results, at which point I'll make a schematic.
Zeddd
With the second combine, I find out how many exp points are needed to get to that number. Then I spend the rest on max and min damage/effectiveness, in that order.
Once I know how to allocate the points, I'll keep crafting by hand and producing packs until I get some nice experimentation results, at which point I'll make a schematic.
Zeddd
TalonKarrdeTN
Wed Dec 01, 2004 2:38 pm
#5
Zedzuada wrote:
My first combine with new resources, I experiment the quantity line fully to see how many I can get.
With the second combine, I find out how many exp points are needed to get to that number. Then I spend the rest on max and min damage/effectiveness, in that order.
What he said pretty much....quantity first till you hit the point you know by experience is the max, then I go as far as I can on minimum damage. *IF* I have a point or three leftover, max damage, but I always max out minimum damage to the point I can.
FlereImsaho
Tue Dec 21, 2004 2:19 pm
#6
Weapon experimentation - I max max damage on low level weapons( up to Equip cert 5) and max min on higher end weapons - trying to mitigate the damage mitigation on higher level mobs. I don't experiment ordinance qty because it takes to many pts just to get a single extra unit per pack. Engines - take spd up to 90 then use rest on Y n P (roll matters but not so much IMO) At 90 spd there isn't a lot of mobs able to give you the runaround - but then again Im only 4444 pilot so don't know whats awaiting out in the darker reaches.
Sinikal_Munkey
Tue Dec 21, 2004 3:50 pm
#7
FlereImsaho wrote:
I don't experiment ordinance qty because it takes to many pts just to get a single extra unit per pack.
I would tend to disagree with you here. I've made packs with all exp points into quantity, all points into max damage, and all points into min damage. What I've found is there is a sweet spot of experimenting between qty and damage. It usually takes two points to increase qty by 1. There's very little difference in average damage if you experiment min damage or max damage. I always use the average damage times the qty to determine which formula to use for the schematic. Whichever gives me the highest average damage for a particular qty is what I make.
thecolonelcardaks
Wed Dec 22, 2004 1:51 am
#8
I thought some people might find this post useful, so Ill bump it back up.
Also, what do you guys tend to use for Engines in the way of EXP pts breakdown?
Page 1 of 1