Weaponsmith Archive

Thread: Skill Tapes How they effect Experimentation ????

Dibbs_Marksperson
Fri Apr 02, 2004 5:09 am
#1

Hi,


I am seeing Weapon Experimentation tapes +3 and +4 going for 1 million credits ???


Why so much ?


Also what does the +3 and +4 represent ? Is it 3 or 4 experimentations or do you need to collect a few until you have 10 points and then get one more experimentation chance ?



Thanks for anyone able to help



Its Friday i am at work - thats why so many posts.




Today is a good day to die

Dibbs
Ezri
Fri Apr 02, 2004 5:21 am
#2

you collect enough for +20 experimentation and you get 2 more experimentation points



Tylin - Master Weaponsmith - Radiant Server
-----------------------------------------------------------------------------------
Tylin's Fine Weapons 1155 -4878 Coronet, Corellia
"It blowed up, it blowed up real good!!"
SilakDar
Fri Apr 02, 2004 5:54 am
#3

When you are a novice weaponsmith and onward and you view My Skill Mods on the skill tree screen, the one called Weapon Experimentation will show a + number. At Novice, it's +10, and goes up with the experimentation line. For every ten points of Weapon Experimentation you have, you get a point to experiment with. That's why people pay so much for the tapes, hoping to get to +10, and the cap for points, +20. Unfortunately, the majority of people buying these point mods for millions of credits are unaware of how they are acquired, which is by someone sitting on his or her duff, 90% of the time as an afk macroist, for hours on end to click a container for skill tapes. But I guess it's no matter where the diamond comes from, eh? They're all bound to come from the ground someway.


A question I have is Why do they effect experimentation? If I go out and smith, why does it stand to reason that if I put a bunch of tapes in my clothing, I'll in any way become better at what I was originally doing? I'm a fan of advancement being something you can't buy your way into, so that even the lower class on the economy scale have a chance at success. Make it +1 point for every week you're an active WS. Not so hard, and after five months, you're sitting on +20 points.


Not gonna happen, but ah well.





Tekaos Ator | Structures | Retired Swordsmith - Retired Swordsman |
Vasryn Caodele | Crimson Clutch Officer |
Keeper of Jademoon
LemyDaBigHairyWookie
Fri Apr 02, 2004 7:37 am
#4






Dibbs_Marksperson wrote:

Hi,


I am seeing Weapon Experimentation tapes +3 and +4 going for 1 million credits ???


Why so much ?


Also what does the +3 and +4 represent ? Is it 3 or 4 experimentations or do you need to collect a few until you have 10 points and then get one more experimentation chance ?



Thanks for anyone able to help



Its Friday i am at work - thats why so many posts.







Ya +10 pts for every experimentation point... Also the higher you get on +experimentation the higher the likelyhood of a great/amazing success... Even a small increase such as +5 is noticable in this area... Recently having obtained +115 experiment (one more +6 tape to go... yay) I've seen a sharp drop in my moderate success rate from +110 experiment a few days previous...



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
Hero_DarkJedi
Fri Apr 02, 2004 2:12 pm
#5






LemyDaBigHairyWookie wrote:

Ya +10 pts for every experimentation point... Also the higher you get on +experimentation the higher the likelyhood of a great/amazing success... Even a small increase such as +5 is noticable in this area... Recently having obtained +115 experiment (one more +6 tape to go... yay) I've seen a sharp drop in my moderate success rate from +110 experiment a few days previous...





Actually ... I think your moderate success rate dropped due to the publish. They backed out the actual experimentation code that nobody liked, but they were also fixing moderate to be more based on the resources and upon skill points.


The issue was not supposed to be a big difference between a master wth 100 points vs a master with 120 points but more of a novice with 10 points vs a master with 120 points difference.I noticed a huge drop in moderates after the patch, yet my points had remained the same.




'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
AspiringBountyHunter
Fri Apr 02, 2004 3:42 pm
#6


Actually, your assembly skill is what decides if you assemble and experiment something to moderate, good, great, amazing, etc, etc.


The weapon exp skill tapes only allow you to get more exp points to use.


Would love to get another +9 to weapon experimentation, but I can deal with my +18 to weapon assembly for now.


Message Edited by AspiringBountyHunter on 04-02-2004 02:43 PM



- I support keeping & balancing the current combat system You can too
Hicobaja Dalaran Dwarf Hunter
MLS Healer 3204 Enhancer 2202/Neutral Pilot 3434 Soon to be retired
Hicobyw(canceled)
Faithe(e) Dalaran Human Warrior
Master Swordchickie/Master Brawler Soon to be retired along with Hicobaja
LemyDaBigHairyWookie
Fri Apr 02, 2004 9:15 pm
#7






Hero_DarkJedi wrote:





LemyDaBigHairyWookie wrote:

Ya +10 pts for every experimentation point... Also the higher you get on +experimentation the higher the likelyhood of a great/amazing success... Even a small increase such as +5 is noticable in this area... Recently having obtained +115 experiment (one more +6 tape to go... yay) I've seen a sharp drop in my moderate success rate from +110 experiment a few days previous...





Actually ... I think your moderate success rate dropped due to the publish. They backed out the actual experimentation code that nobody liked, but they were also fixing moderate to be more based on the resources and upon skill points.


The issue was not supposed to be a big difference between a master wth 100 points vs a master with 120 points but more of a novice with 10 points vs a master with 120 points difference.I noticed a huge drop in moderates after the patch, yet my points had remained the same.






Yes I understand this... and I noticed the same... I was only +101 when the crafting patch went in... From the data collectedTHEN and the data collected SINCE gaining tapes to push me to +115 shows (to me at least) that it definately affects the outcomesuccessratejust like + assembly affects the chances of crit fails on assembly... AFTER the patch and SINCE obtaining +115i have YET to have a crit fail on experimenting... I may be lucky and the data I collect may prove me wrong in the future but so far it seems to be working for me...



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
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