Weaponsmith Archive
Thread: Information on experimentation changes
Hi folks, wanted to let you know what I have found out about the new experimentation changes. It seems weaponsmiths have gotten the divine end of the experimentation stick while doctors and chefs (maybe others) have been toiling with the short end. While we got a nice 7%-10% for a great success no matter what materials we use, this was never the case with high level meds and chef food. Their experimentation scaled as a percentage of the resource gate. If you were gated at 50% (5 points per line of experimentation) then a great success would at most yield a 5% bonus. This 'fix' changes experimentation so that now a great success at max will yield a 10% addition of your resource gate, thus requiring all 10 experimentation points to be applied to one line with all great successes in order to max out. For a lot of you this is no big deal because you would never produce an item that didn't get all greats.
I do know that rumors are floating about bugs in the new 'fix' to experimentation and I am not accounting for any of them here. I am just telling you how it should have been this whole time.
Every once in a while I have had the last box go into 'impossible fill' mode. It's when you apply all experimentation points to fill the line and you get a great success. The last box remains empty and you didn't seem to get the normal gain on damage/speed. So you fill the last box again and get a great success. The box still remains empty and you get a small bonus to damage/speed. So you rinse repeat until you have used all of your experimentation points and finally the last box fills with the use of the last point (assuming all great successes). The final stats are where they normally would be for damage/speed, but you have used all 10 points to fill7 boxes. I have thought this to be a bug many times, as it turns out this is normal and what we consider normal experimentation is the bug, go figure.
I hope this is news to some of you and makes you feel a little better. This is notso bad... just no more left over points after maxing out a severely gated weapon like the T21.
Yeah it doesnt matter much for our regular weapons but most of the fun i get from weaponsmithing is making nice kryat guns and those are getting nerfed hard. I might have to stop makeing them cause i hate it when i dont give the person the best posible gun.
Um, you can still give them the best gun...you just will be using a new Weapon Enhancement. I can sort of agree with removing power handlers from those weapons, I wondered when I first got in the game why some weapons used Power Handlers and Feed Mechanisms... I will continue to make the best weapons I can for my customers regardless the changes to schematic or to experimentation...
Im going to miss being able to throw a point or 2 into durability, but thems the breaks...on the other hand...
remember we may get more exp points with Cities, and as we scramble for more skill tapes
100 + 25 Max for skill tapes = 125 + 15% from city = 140+ so if it still doesnt cap out at 12 points we could have 14 points experimentation...