Weaponsmith Archive

Thread: Experimenting is getting to be a real pain lately...

gnort
Tue Mar 02, 2004 5:47 am
#14

Tiphini everybody seems to have there own theory on the best way how to use points. The way I do it and I think is the best way is to look at the complexity of the item your making. This tells you how hard it is to get a good roll. As you may have noticed early on when you try more point the risk of a critical failure goes way up. So what I do is this. Complexity 1-9 I do 4 points at a time. 10-19 I do 3 points at a time. Anything over 20 I do 2 points at a time. I live in a Research center and can usualy get a weapon with all great success with in 3 trys. Hope this helps some.


Gnort
gnort
Tue Mar 02, 2004 6:23 am
#15

yes you can use a strangers crafting station in a research center. As far as skill tapes it take a +10 to get one extra point. so a +25 would let you have 12 points. At the cost of about 1 mill per point your looking at 10 mill to get that extra point. As far as max base stats look at what percentage you start out at. 29% is usualy the max starting point. A few things and I do mean a few things its 30%. As far as resource stats to look for it works like this. If you looking for something that takes 50% OQ and 50% con then you add those 2 stats on your resource and divide by 2 and thats how good it is. So if you have somthing that 66% OQ and 33% con you take 66% of the OQ stat and add it to 33% of the Con stat and that is what figure you would be working with there. Also look at what stats is need on each thing for a weapon. Some time the stats you need for damage is different then stats you need for say overall condition. Oh and where on the same server so if you ever want to send me a tell I would be glad to help you out.


Gnort
aibo220
Tue Mar 02, 2004 6:32 am
#16

OMG... This is more complicating then I thought!


Do certain resources yield better results? I know when crafting my lightsaber I got more damage using inert then using fiberplast... And the fiberplast even had more SR!





"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

aibo220
Tue Mar 02, 2004 6:34 am
#17

I don't really understand how this quality stuff works...


Could Copper with 900+ of OQ and Conductivity carry an entire item or do some of the other resources need high stats too?





"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

gnort
Tue Mar 02, 2004 8:01 am
#18

Every single resource in it matters. So if you have copper with 929 con and a steel with 45 con that 45 is going to kill ya.


Gnort
Omegaice
Tue Mar 02, 2004 8:47 am
#19


im not sure if that is true, i think that if the resourses have the property then yes it makes a difference, eg yesterday i was making myself some good weapon crafting tools which require 100% conductivity, managed to get 14.86 i think, but i had copper of 996 conductivity and then i had some inert protochemiacal, now when i crafted this and got to the experimentation phase the item started at 29% so i belive that if both resourses have the property (eg copper and iron both have conductivity whereas inert protochemical does not) then it makes a difference and if you need a resourse that does not have the property then it does not count as a 0 it just counts as though its not there and the resoursees with the property is only affecting the experimentation.


Also i found that decay resistance does make a big difference in experimenting, with the tools i made earlier i used the same copper but a intert protochemical that had a low decay resistance and most of my experiments were moderate successes only, but the ones i made with high decay resistance i had great successes all the time and only had one crit failure.


Hope this helps



-------------------------------------------------------------------------------
Gammaice Dauthau -
Master Swordsman/ Master Weaponsmith

=TI= Terraquad industries

Became Force Sensitive on: 2nd Feb
gnort
Tue Mar 02, 2004 9:02 am
#20

Yeah I guess I should have stated that. I was assuming all the stats needed was on the resource. Of course if conductivy in not on a chemical and you need 100% conductivy then you could use any chemical know to man in there.


gnort
aibo220
Tue Mar 02, 2004 4:58 pm
#21

Okay... okay...


Last night I made a Rifle Stock... 9?? SR Steel and 6?? SR wood... Stupid stocks comes out at 14/16% before I started experimentating... Howcome? Why so freaking low!


Then I made some carbine and it was such crap. I wouldn't use it if someone paid me to, and I certainly wouldn't try to sell it or even give it to someone for free. I just finished up in practice mode to get rid of the thing. Such shame! ='(





"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

Loriena
Tue Mar 02, 2004 6:29 pm
#22



aibo220 wrote:

Is it better to experiment one point at a time or to throw all the points in at the same time? I tried it both ways earlier today on some component and the end result was the same. Throwing all the points down in one use means just two chances of failing as where doing them one-by-one means 10 chances at failing.

A friend said its better to go one by one though... So which is it?






Well, strangly 1 point experimentation works better for me, I guess something is bugged there... I made two Long Vibro Axes with using all the points I can put into damage/speed at once, and repeat until the bar is filled. Then I did the same with single points. Taking all points had 3 great successes and 2 points left for other bars, the single method had two moderate successes, 1 amazing and the rest great ones with 0-1 points left for other bars (don't remember). The damage of the weapons were the same, but the single point method weapon had speed 4.5 while the use-all-points method weapon had a speed of 4.9.
With weapon components there is no difference between the two methods for me, but with some (not all!) weapons there is definately a difference.

Try to find out for yourself what is working best for you. I have noticed a difference for me and I am using only 1 point experimentation now.
OverClock
Tue Mar 02, 2004 9:56 pm
#23


Even with the city bonus I have lately seen loads of moderate and good results. Drives me nuts! Id sayexperimentation was stealth nerfed to create a market for the new chef foods.






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Soar
Tue Mar 02, 2004 10:29 pm
#24

Well I confirm with 100% certanty that there was some change made to experimentation in the last few days.

For the longest time I have made rocket launchers, and everyone of them has come out at 32 charges. About a month or so ago I had a boost in resource quality and I had hoped it would bump my charges to 33 or even 34, but it didn't. I re-experimented several times with the same resources since then, at least 10 all great results done, and I always got 32 charges. I was pretty sure it was sitting right on the border line of 33 charges.

Then my latest batch made yesterday with exactly the same stuff, came out at 33 charges. At first I made a schem thinking I had got one of those fluke builds. But then I made 3 more all great builds and all had 33 charges.

Something has been changed.
Irelphir
Wed Mar 03, 2004 12:27 am
#25

I wear a suit with +21 Weapon Experimentation, +28 Weapon Assembly, Craft on a 38.283 station, use 14.88 Tools, and have the research center... I RARELY see Moderates... (haven't used that food yet either...)



A__E__G__I__S

SLoC03
Wed Mar 03, 2004 5:57 am
#26

I wear a suit with + 20 experimentation +24 assembly my crafting tools are 14.96 and my crafting station is 43.xx. I also am located in a research center and very very rarely get moderate successes. Out of my 12 points of experimentation I average bout 3-4 amazings and the rest are great successes. I havent used that food either...
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