Weaponsmith Archive

Thread: Experimentation: One point at a time or all points at once?

pervel
Mon Mar 29, 2004 7:22 pm
#1


I actually consider myself an experienced crafter. But I must admit that I have never put much thought into how to spend the experimentation points. I read that some people prefer using 2 points at a time. Why is that? I have always done it like this: I use all points in damage repeatedly until I have (hopefully) maxed damage. Then I do the same for one of the other properties (usually efficiency) if there are points left. Does this not give optimal results? Are there better ways?


The thing that confuses me the most is that the risk meter only shows red if ALL points are being used at once. I have always wondered what exactly this is supposed to mean. Are the chances of getting great/amazing/etc. successes on each experimentation step not the same no matter how many points you spend? If not, do you have better odds using fewer points or more points?


If the odds on each experimentation step are not affected by the number of points used, then it seems to me that using the fewest steps is less risky than using more steps. Or am I totally wrong here?


Di-Kiem
Mon Mar 29, 2004 7:26 pm
#2

You seem to get better luck with do it max at a time. You better chance of rolling a nicer dice than doing one point at a time.






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Logix
Mon Mar 29, 2004 7:32 pm
#3

The experimentation systemmisreports your success level if you use more than one point at a time; it only reports the success level of the very last bulb. One at a time will guarantee you will always receive an accurate result, whereas all-at-once may tell you that you received a great success when you really had several moderates followed by a great success.


However, one-at-a-time is very time-consuming, especially for those with twelve points. Thus, most opt for two-at-a-time as the most efficient and convenient means of experimentation.


As for risk--I've never found the red risk meter to make any sense. However, your chance for failure greatly increases as you use more points simultaneously. Additionally, it increases as you move further up the bar; the sixth point you put in has a slightly higher risk for poor success than the first, for example. It evens out: the more points you put in simultaneously, the higher the risk and the fewer points you put in simultaneously, the more attempts you have to make with each set of points and therein lies the alternative risk.


pervel
Mon Mar 29, 2004 8:16 pm
#4


Interesting! So the only reason for not using all points at once is to get an accurate system message? But since you can always simply count the percentage points gained, you don't really need that system message other than as a convenience. Also, since the complexity of the product increases with each experimentation step, it seems to me that using ALL points at once is the optimal solution. Or am I still missing something?

sabacc1000
Mon Mar 29, 2004 8:48 pm
#5

I personally like to use 4 at a time, 3 on the particularly valuable items. The chance of failure (despite the 0% failure bar) increases dramatically as you use more points at the same time, so if you use all at once, you're going to fail much more often. However, in my experience, 3-4 is a good solid compromise, since at master even using this many is very likely to be all greats. Using them all at once may be slightly safer on a particular single attempt, but if you make 3-4x as many attempts, the rate of bad successes may actually go up, since you're "rolling the dice" more times, as it were.


Another thing to keep in mind is the item complexity. I don't like using one point at a time, since the complexity goes up on every experimentation attempt, regardless of how many points you use.Since higher complexity means both more time in the factories, and a worse chance of repair on the weapon, I try to keep that low whenever possible.


So 4ish at a time seemed like a good compromise to me, and has done me just fine for months.



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Dodece
Tue Mar 30, 2004 12:09 am
#6

Actually you can do this and get lucky, and end up with experimentation to spare. Better to do this when you have a small experimentation value. You might not get what you wanted but will have more points to spare. It really is hardly worth it. Another thing that needs fixed. Higher risk should equal better results. Not much maybe a point but it should add up. Pay attention to that meter it progresses at set intervals. Click 1 2 3 at a time it still hits those same intervals.


The only real difference is the critical failure. For some reason if you risk three the critical failure actsasifit were number one in the chain and penalizes you the same for the rest. You pretty much blow everything up. In other words you can be fast and careless or slow and sure of success.


I always go one at a time. I can deal with wasteing what twenty seconds. More then I can wasteing materials. High risk low risk you end up at the exact same place. So why take any risk at all. In the end the critical failures are just as much a waste of time.


What i hate is full lower bar purple dot on the end of the upper bar. I can do that experimentation, and get nothing for it so move along to another quality like efficency. Hit experiment crit failure hey the damage on the gun went down. This is the most assanine thing ever. How in the world is efficeny or range futzing the damage. Never noticed working on these ever improve the damage. So why in the world is it able to change that stat always for the worst.


Locking in bars blows. Just another reason why all weapons are damage built and that almost always alone. A critical failure in one bar should not afflict another.


Logix
Tue Mar 30, 2004 9:27 am
#7






pervel wrote:


Interesting! So the only reason for not using all points at once is to get an accurate system message? But since you can always simply count the percentage points gained, you don't really need that system message other than as a convenience. Also, since the complexity of the product increases with each experimentation step, it seems to me that using ALL points at once is the optimal solution. Or am I still missing something?




Right, if you rely on experimentation percentages instead, then you're good to go.


This method does bring the benefit of producing low complexity items, and thus faster factory manufacturing time. Anecdotal experience might tell you that all-at-once is too hard to produce schematics with and it may not. Currently, we don't have any hard data that says all-at-once is any more difficult than any other method, though, so it's mostly a matter of personal preference.

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