Weaponsmith Archive
Thread: Expierimenting
Orew wrote:
when experimenting for schematics, experiment about 3 exp points every times... reapet until you get at least one amazing success - it's worth the pain since you're going to craft crates in a factory; also with this method you keep the complexity in check
when you're crafting custom weapons, definitely go 1 exp point at a time - unless you have the force experimentation tree
always use the beverage that improves your exp chances (port wine), work in a research center and use the best possible crafting tool and station
I really have to disagree with the highlighted part above. When working with schematics, where it doesn't matter if you mess it up a few times, I think it is important to use 6 or 7 points on the first go over and over again until you get your amazing. I don't use any of the bespin port for this experimentation. If I don't get an amazing, I close out and restart. If I hit an amazing (usually on SAC now) I use 2 points to max out that bar and then I take my bespin port and try to get an amazing on my last 3 points on speed and hope for an amazing. When I get one, I schematic it.
Basically by doing this, which really only takes about 30 tries or so per component, I effectively have 13 points of experimentation to your 12 because 9 of my points were amazing successes. It's not much, but it's an extra point or so of SAC off per component or -.1 more speed, or +1 or 2 more accuracy. It adds up on the final weapon when you have an ABPH, scope, barrel, and stock all on the same item, I end up having 4 more points of experimentation than you.
So I think it is well worth it to experiment big on schematics since once you get it really right, you don't have to do it again for 1000 more coponents unless a significantly better resource drops. At this point in my career though, my lowest component is at 28% pre experimentation on all stats, so it isn't getting much better for me. Thus even more important to get it right.
reininop wrote:
Orew wrote:
when experimenting for schematics, experiment about 3 exp points every times... reapet until you get at least one amazing success - it's worth the pain since you're going to craft crates in a factory; also with this method you keep the complexity in checkwhen you're crafting custom weapons, definitely go 1 exp point at a time - unless you have the force experimentation treealways use the beverage that improves your exp chances (port wine), work in a research center and use the best possible crafting tool and station
I really have to disagree with the highlighted part above. When working with schematics, where it doesn't matter if you mess it up a few times, I think it is important to use 6 or 7 points on the first go over and over again until you get your amazing. I don't use any of the bespin port for this experimentation. If I don't get an amazing, I close out and restart. If I hit an amazing (usually on SAC now) I use 2 points to max out that bar and then I take my bespin port and try to get an amazing on my last 3 points on speed and hope for an amazing. When I get one, I schematic it.
Basically by doing this, which really only takes about 30 tries or so per component, I effectively have 13 points of experimentation to your 12 because 9 of my points were amazing successes. It's not much, but it's an extra point or so of SAC off per component or -.1 more speed, or +1 or 2 more accuracy. It adds up on the final weapon when you have an ABPH, scope, barrel, and stock all on the same item, I end up having 4 more points of experimentation than you.
So I think it is well worth it to experiment big on schematics since once you get it really right, you don't have to do it again for 1000 more coponents unless a significantly better resource drops. At this point in my career though, my lowest component is at 28% pre experimentation on all stats, so it isn't getting much better for me. Thus even more important to get it right.
If you use 6-7 points and it says amazing.....that does not mean you got 6-7 amazings, it means that the last point used got the amazing. To tell this simply add how much percentage the experiment went up. Each great success grants 7% increase. Amazing is about 8%. If I use 3 points and get a great it goes up 21%, with an amazing it goes up 22-23%. Thus using less points gives you more chances at amazings with the con of increasing the complexity.
AldaronTavish wrote:
reininop wrote:
Orew wrote:
when experimenting for schematics, experiment about 3 exp points every times... reapet until you get at least one amazing success - it's worth the pain since you're going to craft crates in a factory; also with this method you keep the complexity in check
when you're crafting custom weapons, definitely go 1 exp point at a time - unless you have the force experimentation tree
always use the beverage that improves your exp chances (port wine), work in a research center and use the best possible crafting tool and station
I really have to disagree with the highlighted part above. When working with schematics, where it doesn't matter if you mess it up a few times, I think it is important to use 6 or 7 points on the first go over and over again until you get your amazing. I don't use any of the bespin port for this experimentation. If I don't get an amazing, I close out and restart. If I hit an amazing (usually on SAC now) I use 2 points to max out that bar and then I take my bespin port and try to get an amazing on my last 3 points on speed and hope for an amazing. When I get one, I schematic it.
Basically by doing this, which really only takes about 30 tries or so per component, I effectively have 13 points of experimentation to your 12 because 9 of my points were amazing successes. It's not much, but it's an extra point or so of SAC off per component or -.1 more speed, or +1 or 2 more accuracy. It adds up on the final weapon when you have an ABPH, scope, barrel, and stock all on the same item, I end up having 4 more points of experimentation than you.
So I think it is well worth it to experiment big on schematics since once you get it really right, you don't have to do it again for 1000 more coponents unless a significantly better resource drops. At this point in my career though, my lowest component is at 28% pre experimentation on all stats, so it isn't getting much better for me. Thus even more important to get it right.
If you use 6-7 points and it says amazing.....that does not mean you got 6-7 amazings, it means that the last point used got the amazing. To tell this simply add how much percentage the experiment went up. Each great success grants 7% increase. Amazing is about 8%. If I use 3 points and get a great it goes up 21%, with an amazing it goes up 22-23%. Thus using less points gives you more chances at amazings with the con of increasing the complexity.
reininop wrote:
AldaronTavish wrote:
reininop wrote:
Orew wrote:
when experimenting for schematics, experiment about 3 exp points every times... reapet until you get at least one amazing success - it's worth the pain since you're going to craft crates in a factory; also with this method you keep the complexity in checkwhen you're crafting custom weapons, definitely go 1 exp point at a time - unless you have the force experimentation treealways use the beverage that improves your exp chances (port wine), work in a research center and use the best possible crafting tool and station
I really have to disagree with the highlighted part above. When working with schematics, where it doesn't matter if you mess it up a few times, I think it is important to use 6 or 7 points on the first go over and over again until you get your amazing. I don't use any of the bespin port for this experimentation. If I don't get an amazing, I close out and restart. If I hit an amazing (usually on SAC now) I use 2 points to max out that bar and then I take my bespin port and try to get an amazing on my last 3 points on speed and hope for an amazing. When I get one, I schematic it.
Basically by doing this, which really only takes about 30 tries or so per component, I effectively have 13 points of experimentation to your 12 because 9 of my points were amazing successes. It's not much, but it's an extra point or so of SAC off per component or -.1 more speed, or +1 or 2 more accuracy. It adds up on the final weapon when you have an ABPH, scope, barrel, and stock all on the same item, I end up having 4 more points of experimentation than you.
So I think it is well worth it to experiment big on schematics since once you get it really right, you don't have to do it again for 1000 more coponents unless a significantly better resource drops. At this point in my career though, my lowest component is at 28% pre experimentation on all stats, so it isn't getting much better for me. Thus even more important to get it right.
If you use 6-7 points and it says amazing.....that does not mean you got 6-7 amazings, it means that the last point used got the amazing. To tell this simply add how much percentage the experiment went up. Each great success grants 7% increase. Amazing is about 8%. If I use 3 points and get a great it goes up 21%, with an amazing it goes up 22-23%. Thus using less points gives you more chances at amazings with the con of increasing the complexity.
Have you actually ever tried this? I didn't think it was right, but just in case, I hand made a bunch of sword cores from an old metal I don't use anymore.It has a starting experimental value of 29% in all fields and a max of 98% in all fields.I used 6 point all at one time and got a great success. The total experimental value at that point was 71%.I then used 6 points all at one time until I got an amazing success. The total experimental line at that point was at 77%.I then used 6 points, one at a time, until I got 6 greats. The total experimental line at this point was 71%.I then used 6 points, one at a time, until I got 1 amazing successes and 5 greats. The total experimental line at that point was 72%.I then used 6 points, one at a time, until I got 2 amazing successes and 4 greats. The total experimental line at that point was 73%.I then used 6 ponits, one at a time, until I got 3 amazing successes and 3 greats. The total experimental line at that point was 74%.I then used 6 points, 3 points at a time, until I got 2 greats. The total experimental value was 71%.I then used 6 points, 3 points at a time, until I got 1 amazing and 1 great. The total experimental value was 74%I then used 6 points, 3 points at a time, until I got 2 amazing successes. The total experimental value was 77%.I don't think I can make this much clear. The amazing success value is added to each point of experimentation no matter how many you use, not just the last one. Thus, I stand by my point above. When making schematics you should definately use 6 or 7 points at a time.The reason you don't use 8 is two-fold. One, it is harder to get an amazing success for each extra point you try to use at once. Two, even if you hit an amazing with 8 points, you still need 1 point to max out the line. If you use 6 or 7, it also takes the same total of 9 points to max out the line. So it easier to just use those if maxing out the line is your goal because they are easier to succeed in.If you don't care for a full bar, but want a nearly full, then 8 could work and you could leave 4 points for another line if you are a 12 point smith.Anyway you do it, you SHOULD NOT do schematics one point at a time.
I will test this more myself but I've never seen an increase of more than a couple percent when using 3 points. Unless this has recently changed.
EDIT: I stand corrected. This must have changed post CU because I'm pretty sure it didn't work this way pre-CU. Took 994 iron and made a sword core starting at 29%. Used 6 points and got 78% which is a 49% difference which gace 8.16% per point, so it's not a 1 to 1 ratio ther are random percentages in there. AND BTW if you start at 29% max exp is 99% not 98%. (10 x 7% = 70 + 29 = 99)
Message Edited by AldaronTavish on 07-13-2005 05:22 PM
Message Edited by AldaronTavish on 07-13-2005 08:22 PM