Weaponsmith Archive

Thread: Expierimenting

Culax
Thu Jul 14, 2005 12:43 am
#14






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 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.





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 used6 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 and5 greats. The total experimental line at that point was 72%.


I then used 6 points, one at a time, untilI 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 use6 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.






/bravo this will come in handy.




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AldaronTavish
Thu Jul 14, 2005 5:10 pm
#15



reininop wrote:
*** 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) ***
Well, I don't know if you just feel the need to prove me wrong or something, but no, the max is 98 on MY sword cores. Now oddly enough, if I use the perfect spawn we have on our server for sword cores, my damage starts out at 29%, but can be experimented up to 100%. My efficiency, oddly, starts at 30% but can only be experimented to 99%.
The steel I used for my sword core was 29% AS ROUNDED BY THE SYSTEM. There are varying decimals that you aren't shown. In this instance, it was apparently not high enough to get it to 99%. What we should notice from doing this is that it apparently isn't a whole number that is added for each experimentation point. If it were, we would have the same decimal at the end of the experimentation and the rounding would be the same. Thus 29% plus (10*7) would always give 99%. But as I've already stated, mine did not. Thus, either experimentation is approximately 7 percent per point but not exactly, or the hard cap for the result based from the initial values of your resources dictates the maximum final value. Who knows really though.





Not trying to prove you wrong, just not meshing with my observations. What was the stat on the steel? I have as of yet to NOT reach 99% when it starts at 29%. And yes I know about the rounding, how else would you explain my 78% result to your 77% result under the same conditions.

If your steel was about 987 to 989 I guess that could explain the 29% start but capping at 98% experiment. So again SMALL nuances that I may not have been aware of before but am now.



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SgtSixpack
Thu Jul 14, 2005 5:58 pm
#16






Starphire wrote:

the more you experiment with at a time, the more risky you are getting it's more like a gamble hehe..


If you have a failure at 5pts at a time, your pretty much gonna wanna throw the gun out, but if you fail on one point, it's not such a big deal.






I do 6 pts first then fill the branch and hope for 3 pts in another branch. The only times ive critical failed is on a subcomponent when it wasnt going the way Id hoped (trying to make a schematic) and I didnt take bespin port. I craft with entertainer buffs, bespin port in a research center with a 45.56 crafting station and a home made 14.88 crafting tool, although I wish I had a +15 and Ive seen one before.



Its the only way to go - even crafting like this ur going to be full after 2 attemps to make a schematic. Ive had 3 amazing successes for a schematic, which is the norm. Takes about 10 goes, one schematic the ABPB I wanted to update with a better resource but I could get the same experimentation result after 20 attempts, so that schematic is rather special : ABPB was -1.15speed -7 SAC. Ive got 980 uses left on it .





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