Tailor Archive
Thread: B.E. TISSUES: Active Biosensor Statistical Analysis
It is clear from my tests that Active Biosensors do indeed provide a significant bonus to Injury Treatment. They work, folks
METHOD:
I'm Sherkaner Lumpen, a Master BioEngineer of Bloodfin. I own a suit of clothing made before the patch consisting of four items (swoop helm, shirt, pants, and jacket), each enhanced with +15 Active Biosensors, for a total of +60 injury treatment.
Using identical Stimpack B's from a factory crate with 299 power and 33 charges, I did a series of heals on my Blood-Frenzied Boar-Wolf and recorded the results. I did 66 heals without my medsuit, and 66 heals with my medsuit. Without my medsuit, my Injury Treatment skill is 35, and with my medsuit on my Injury Treatment skill is 95. All heals were performed in town, not in the medical center or in a camp, and no medical droid was present at any time.
The in-game description of Injury Treatment states: "This skill mod provides a direct bonus to the number of injuries you can heal at once. A bonus of 50 would equal 50% more injury points healed per treatment."
RESULTS:
The expected bonus from 35 Injury Treatment from a 299 power stimpack is 104.65 (299+(35%*299)=104.65), so the expected average total heal is 403.65. In the 66 heals performed with no BE tissue enhancement (total Injury Treatment mod 35), my actual average heal was 376.54. The highest heal was 605. The lowest heal was 201.
The expected bonus from 95 Injury Treatment from a 299 power stimpack is 284.05 (299+(95%*299)=284.05), so the expected average total heal is 583.05. In the 66 heals performed with +60 BE tissue enhancements (total Injury Treatment mod 95), my actual average heal was 473.59. The highest heal was 717. The lowest heal was 243.
So, the +60 bonus provided by the BE tissues resulted in an average increase of 97.05 per heal in the case of these stimpacks, an increase of 25.77%.
RESERVATIONS:
I'm not a statistician. Either I'm misunderstanding the way Injury Treatment works, or I'm misunderstanding the way tissue bonuses to stats work, since the effectiveness of the tissue bonuses fell short of my expectations. I would be interested in the results of someone with a "natural" 95 Injury Treatment using 299 power stimpacks. Someone with more statistical aptitude might also derive a formula to explain the difference.
COMING SOON:
I'm having a +68 post-patch medsuit made, and I'll do further tests with it to determine if there's a difference between pre-patch and post-patch items, whether bonuses over 100 count, and to provide another datapoint for examining the possible difference between "natural" skill and BE-enhancement-given skill.
RAW DATA:
Without Active Biosensor Clothing (Injury Treatment 35)
258 314 213 314 435 278 294 423 266 448 581 230 553 548 262 274 294 411 222 423 230 464 419 605 407 242 419 355 318 524 472 343 234 294 213 516 524 411 282 201 472 209 209 270 465 209 589 565 488 387 435 242 508 565 593 484 201 363 322 468 294 484 322 367 452 375
With Active Biosensor Clothing (Injury Treatment 95)
325 248 243 641 373 679 287 492 263 454 521 291 497 382 440 641 263 349 574 406 588 497 253 526 684 210 641 282 435 612 272 631 440 540 468 636 483 354 593 569 507 664 574 693 291 248 669 387 387 430 669 287 468 296 559 243 717 602 526 588 664 598 693 282 454 578
-Sherkaner Lumpen
"So, the +60 bonus provided by the BE tissues resulted in an average increase of 97.05 per heal in the case of these stimpacks, an increase of 25.77%.
That would probably be because the max bonus you can have is +25.
I've yet to be able to craft anything successfully with tissues - the bonuses don't show up on the clothes, no matter if I put the bio-enhanced piece in last or not. I'm glad I'm just using crummy +1 tissues - and that's all I will use until this is working 100%.
"" Ri'a Ocoli"" Master Tailor, Kettemoor
"" Fine Attire by Ri'a is 1km north of Keren at 1190, 3770
"" .. my door is always open, stop by any time!
-Sherkaner
The expected bonus from 60 Injury Treatment from a 299 power stimpack is 179.4 (60%*299=179.4), so the expected average total heal is 478.4. In the 66 heals performed with +30 BE tissue enhancements (total Injury Treatment mod listed as 65, but actually only giving 60 because of the +25 cap), my actual average heal was 513.24. The highest heal was 717. The lowest heal was 246.
Because +30 in Active Biosensors gave very similar results to +60, and because the experimental data fits the hypnothesis, I conclude that there is indeed a +25 cap on the amount that a given skill can benefit from BE Tissues. The fact that higher bonuses appear on the Skill Mods window is a misleading display bug and should be fixed.
RAW DATA:
626 708 334 583 526 425 440 339 358 703 377 248 631 569 598 358 621 258 708 583 267 526 574 569 454 420 698 253 703 478 487 708 621 406 717 349 693 550 497 703 674 550 669 650 296 478 631 693 588 291 688 693 564 330 487 708 698 258 363 497 239 540 593 454 246 330
-Sherkaner
Good stuff! All previous discussion of BE enhancements has focused on what shows up in the character sheet and on the clothing. This is the first work to show post patch that the bonuses actually DO something. The sooner we tailors and BEs understand how all this works, the sooner we can get to educating our customers and generating sales.