Weaponsmith Archive

Thread: Experimentation do how many points you put in matter?

MaxSteele
Tue Jul 20, 2004 6:36 pm
#1

Alright, so I've looked for some type of "experimentation guide" and was unable to find one.


If I put all 10 points into an attribute for experimentation and I get a "great success", is this the same as putting in 2 points at a time and getting a "great success" each time?


What I'm trying to find out is... Is there a point to doing only a couple of points or one point at a time in experimentation?




Evarn Terallis - Master Smuggler on Kettemoor

There are missions in which you "deliver an item while hostiles attack you" in every profession. I still don't consider [Smuggler's Alliance] pilots to be Smugglers, nor 'Smuggling' - at least not any more than Rebel Pilots or Imperial Pilots might sometimes "smuggle", with a lower-case s - JFreeman - 10/6/04
Magne
Tue Jul 20, 2004 9:39 pm
#2

You should use one point at the time. It seems like its only the last result of the multiple point exp. that is given. Like if you do 4 at the time 1 could be moderate while 3 is great even if the result is displayed as great. But youll see that on the % tho. I think a great increases the % with 7 and if the increase in % is lower than the number of points you used times 7 you got something else than a great somewhere in there.

Im tired so correct me if im wrong..



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EEMAN
Wed Jul 21, 2004 11:30 am
#3

points spent at a time affects your roll on success, but it also affects the way the numbers round. This is why on 'craft day' we were able to exceed the resource gate on weapons and spend 12 points on a single line when 10 points was the stated max design. Different schematics call for different resources and it is the math of those qualities that affect your results. To make a long story short, experiment with different amounts in different sequences till you find one that works best. It could result in enough rounding to recover an extra point to spend on a different line. If you know the resource gate of a schematic is XXX - YYY damage and Z.Z speed and this time around spending 3/3/3 points puts you within 1 point of the resource gate w/ one box left to fill, you know that spending that point is only going to raise it to the resource gate and that 1 point could be better spent raising condition or something else.

let me put it this way... its well known that spending 5 points initially on a adv stock yeilds one result and spending 6 points on the stock yeilds an entirely different result.



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
EEMAN
Wed Jul 21, 2004 7:25 pm
#4

no if you spend 5 points you actually get the lowest possible speed on a stock .. like 0.296 (oops ive said too much lol)



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
xbi0haZardx
Wed Jul 21, 2004 10:23 pm
#5






EEMAN wrote:
no if you spend 5 points you actually get the lowest possible speed on a stock .. like 0.296 (oops ive said too much lol)





Not that it matters. The game rounds up sincethere are no hundreds place. For instance your .296 will round to .3 speed, and -.38 on ABPH will be -.4.




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Evos Darkfly - Retired Jedi Master
Klipsch Foley - MBH/Pistoleer
Otsar Foley - Noob
Drek_Durshell
Wed Jul 21, 2004 10:27 pm
#6






no if you spend 5 points you actually get the lowest possible speed on a stock .. like 0.296 (oops ive said too much lol)






Ah...well what I was thinking of was that there a is huge difference between 6 and 7 points invested as to the success rate. Most of the time youll get great successes when initially investing 6 points. But when investing 7 its nigh on impossible to get a decent result.


But thx for the info. Think thatll shave 0.03 off my adv. stocks

Not that the silly riflemen will notice of it changes anything.

Message Edited by Drek_Durshell on 07-21-2004 10:28 PM



***What you call an exploit, I call bad programming***
Drek Durshell (Stun) 11 Point Master Weaponsmith/artisan/merchant
Drek Corp. Vendors located at loc -3035, -5900 on Tatooine
in the New Hamburg Superstore. Visit www.swg-merchants.com for info on weapon stats.
Drek_Durshell
Thu Jul 22, 2004 12:06 am
#7





let me put it this way... its well known that spending 5 points initially on a adv stock yeilds one result and spending 6 points on the stock yeilds an entirely different result.






Just to split hairs. Isnt the big difference between investing 6 and 7 points initially?



***What you call an exploit, I call bad programming***
Drek Durshell (Stun) 11 Point Master Weaponsmith/artisan/merchant
Drek Corp. Vendors located at loc -3035, -5900 on Tatooine
in the New Hamburg Superstore. Visit www.swg-merchants.com for info on weapon stats.
MaxSteele
Fri Jul 23, 2004 11:52 am
#8






Magne wrote:

You should use one point at the time. It seems like its only the last result of the multiple point exp. that is given. Like if you do 4 at the time 1 could be moderate while 3 is great even if the result is displayed as great. But youll see that on the % tho. I think a great increases the % with 7 and if the increase in % is lower than the number of points you used times 7 you got something else than a great somewhere in there.

Im tired so correct me if im wrong..






So Magne said use one point at a time. No one seemed to refute this, but I see talks about using 5-6 points at a time....


So which one is the way to go?


What is the point in putting 5 points in at a time when you'll get the same result experimenting 1 point at a time?



Evarn Terallis - Master Smuggler on Kettemoor

There are missions in which you "deliver an item while hostiles attack you" in every profession. I still don't consider [Smuggler's Alliance] pilots to be Smugglers, nor 'Smuggling' - at least not any more than Rebel Pilots or Imperial Pilots might sometimes "smuggle", with a lower-case s - JFreeman - 10/6/04
Drek_Durshell
Sat Jul 24, 2004 12:14 am
#9






So Magne said use one point at a time. No one seemed to refute this, but I see talks about using 5-6 points at a time....


So which one is the way to go?


What is the point in putting 5 points in at a time when you'll get the same result experimenting 1 point at a time?






just to clarify.

Adv. stock are different in regards to experimenting than all other items.

youll want to invest 5-6 points initially. The rest of the points you want to use 1 at a time.

Again this applies only to adv. stocks. (to my knowledge at least)


On other items I prefer to spend points 2 at a time (if possible).

The reason is I read somewhere (and have to agree with) that amazing successes count as 1.5 points in the exp bar. This means that if you have an uneven number of amazing successes it will often keep you from maxing the bar youre working on (normally dmg/speed).




***What you call an exploit, I call bad programming***
Drek Durshell (Stun) 11 Point Master Weaponsmith/artisan/merchant
Drek Corp. Vendors located at loc -3035, -5900 on Tatooine
in the New Hamburg Superstore. Visit www.swg-merchants.com for info on weapon stats.
d0qtrX
Sat Jul 24, 2004 12:35 am
#10






MaxSteele wrote:





Magne wrote:

You should use one point at the time. It seems like its only the last result of the multiple point exp. that is given. Like if you do 4 at the time 1 could be moderate while 3 is great even if the result is displayed as great. But youll see that on the % tho. I think a great increases the % with 7 and if the increase in % is lower than the number of points you used times 7 you got something else than a great somewhere in there.

Im tired so correct me if im wrong..






So Magne said use one point at a time. No one seemed to refute this, but I see talks about using 5-6 points at a time....


So which one is the way to go?


What is the point in putting 5 points in at a time when you'll get the same result experimenting 1 point at a time?





Well, you put 5 points in and get a moderate success you may as well quit because the gun will be absolute **edit**e.


1 point at a time and you can usually cope with 1 or 2 moderates, but they are EXTREMELY FRUSTRATING to me. Each 1-point moderate is 1 less point you could have put in condition. You also lose a point somewhere along the way. Either one of the HAMs will go up 1 point, or, the worst-case you lose a tenth in speed, or you lose some damage.


It's a gamble either way. More points increases the odds of junk experimentation. Using fewer points lowers the odds per instance, but you expose yourself to more rolls in the long run. Often I will hit the first two or 3 experimentation tries in 2 point blocks, than switch down to 1-pointers.


Now when I prepare for a factory run, I give myself enough for 20 over to try and get a decent schematic.


All I know is experimentation is either fun (when it goes well) or horribly agonizingly enfuriating (when it goes bad)






Message Edited by d0qtrX on 07-23-2004 02:38 PM

MaxSteele
Sat Jul 24, 2004 12:58 am
#11






Magne wrote:

You should use one point at the time. It seems like its only the last result of the multiple point exp. that is given. Like if you do 4 at the time 1 could be moderate while 3 is great even if the result is displayed as great. But youll see that on the % tho. I think a great increases the % with 7 and if the increase in % is lower than the number of points you used times 7 you got something else than a great somewhere in there.

Im tired so correct me if im wrong..






So Magne said use one point at a time. No one seemed to refute this, but I see talks about using 5-6 points at a time....


So which one is the way to go?


What is the point in putting 5 points in at a time when you'll get the same result experimenting 1 point at a time?



Evarn Terallis - Master Smuggler on Kettemoor

There are missions in which you "deliver an item while hostiles attack you" in every profession. I still don't consider [Smuggler's Alliance] pilots to be Smugglers, nor 'Smuggling' - at least not any more than Rebel Pilots or Imperial Pilots might sometimes "smuggle", with a lower-case s - JFreeman - 10/6/04
JediNg
Sat Jul 24, 2004 10:25 am
#12






xbi0haZardx wrote:





EEMAN wrote:
no if you spend 5 points you actually get the lowest possible speed on a stock .. like 0.296 (oops ive said too much lol)





Not that it matters. The game rounds up sincethere are no hundreds place. For instance your .296 will round to .3 speed, and -.38 on ABPH will be -.4.






I dunno about this, but I think the speed stats indeed goes to the thousandth decimal place, but just doesnt show. Everything has a and is calculated to the thousandth decimal place but you dont always see the thousandth decimal place. I've known tims on pistol barrels and/or power handlers where a 0.01 - 0.04 ish increase or decrease actually changed the weapon's outcome speed by 0.1. Yay for Ahazi's 0.317 speed, 40 min 40 max damage Advanced stocks. They need to fix the experimentation on Stocks.



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
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AldaronTavish
Sat Jul 24, 2004 11:28 am
#13

Just a point noone has made and I'm not sure how complexity works into things (do more complex weapons make it harder to repair, etc).

If you use 1 pt per experiment the complexity will rise 1 points, for a 10 pt smith this will raise it 10 points. If you use 2 pts at a time the complexity rises 5 points. Complexity will rise 1 point everytime you hit experiment. Use all 10 at once and complexity rises 1 point.



Nirantani
Elder Smuggler

Kendrick Starwolf
Spy
Ahazi

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