I have been writing down the exact mass during experimentation for each ship that I have made so far. Together with the experimentation percentage this gives a clue to how high or how low the mass of each ship can be. It can be used when customers ask you how high you can get the mass on a ship if you use really good resources.

A-Wing

11% = 63733, 53% = 65125

50% = 65026, 100% = 66683

33 increase per %, (0.051% of 65k)

B-Wing

10% = 235313, 45% = 239513

50% = 240113, 100% = 246113

120 increase per %, (0.050% of 240k)

Dunelizard

13% = 83713, 56% = 85224

50% = 85013, 100% = 86770

35 increase per %, (0.041% of 85k)

Ixiyen

11% = 93647, 50% = 95009

50% = 95009, 100% = 96755

35 increase per %, (0.037% of 95k)

Kimoglia

15% = 108452, 63% = 110611

50% = 110026, 100% = 112275

45 increase per %, (0.041 of 110k)

Rihkxyrk

11% = 187466, 49% = 189949

50% = 190014, 100% = 193281

65 increase per %, (0.034% of 190k)

Scyk

13% = 11783, 58% = 12051

50% = 12003, 100% = 12301

6 increase per %, (0.050% of 12k)

TIE Advanced

12% = 63768, 52% = 65089

50% = 65023, 100% = 66674

33 increase per %, (0.051% of 65k)

TIE Agressor

11% = 117718, 52% = 120141

50% = 120023, 100% = 122978

59 increase per %, (0.049% of 120k)

TIE Bomber

11% = 186376, 51% = 190187

50% = 190092, 100% = 194855

95 increase per %, (0.050% of 190k)

TIE Fighter

12% = 19623, 53% = 20033

50% = 20003, 100% = 20503

10 increase per %, (0.050% of 20k)

TIE Interceptor

11% = 49046, 51% = 50049

50% = 50024, 100% = 51278

25 increase per %, (0.050% of 50k)

TIE Light Duty Fighter

13% = 11783, 58% = 12051

50% = 12003, 100% = 12301

6 increase per %, (0.050% of 12)

TIE Opressor

11% = 167108, 50% = 170047

50% = 170047, 100% = 173815

75 increase per %, (0.044% of 170k)

TIE/In

11% = 39237, 51% = 40039

50% = 40019, 100% = 41021

20 increase per %, (0.050% of 40k)

VT-49 Decimator

11% = 4996198, 52% = 5000241

50% = 5000044, 100% = 5004974

99 increase per %, (0.002% of 5M)

X-Wing

11% = 98055, 49% = 99975

50% = 100026, 100% = 102552

51 increase per %, (0.051% of 100k)

Y-Wing "Longprobe"

12% = 166779, 52% = 170238

50% = 170065, 100% = 174389

86 increase per %, (0.051% of 170k)

Y-Wing

12% = 147170, 53% = 150250

50% = 150025, 100% = 153781

75 increase per %, (0.050% of 150k)

YKL-37R Nova Courier

10% = 4996093, 48% = 4999894

50% = 5000094, 100% = 5005095

100 increase per %, (0.002% of 5M)

YT-1300

11% = 4996110, 49% = 4999949

50% = 5000050, 100% = 5005101

101 increase per %, (0.002% of 5M)

Z-95

16% = 11799, 65% = 12093

50% = 12003, 100% = 12303

6 increase per %, (0.050% of 12k)

A little explanation of the above numbers is due. The first line for each ship type shows the exact numbers shown on the experimentation screen in the game. These numbers represent the empirical data of my investigation. The second line uses those data to calculate how high the mass would be if you had gotten 50% and 100% during experimentation. The third line is also calculated and shows how much the mass increases for each experimentation percentage and how big a percentage this increase is of the average mass. The basic assumption is that the mass increase is linear with respect to the percentage increase. I have done a few tests to verify that this does seem to hold.

A couple of interesting things:

The average mass as listed other places on the forums is reached when you get 50% experimentation. This may not be that suprising.

The mass increase per experimentation is about 0.05% of the average mass. This seems to hold for all ships except the master MP ships and for the ships that had their mass changed in patch 11.2. To me it looks like the devs forgot to change something when they changed the masses.

It may not be possible to reach 100% even with perfect resources. Some resources are known to be gated so I am not sure you can even get higher than 90%. But the new resources that were introduced with JTL does not seem to be gated. So it still might be possible.

The mass gained from using good resources is obviously low. You can also use these numbers to determine if you feel it is really worth spending your good resources when making chassis.

Let me know if you find any errors in my data. I could have mis-typed something. I would also like to know if people have some hard data on the mass when using very good resources.

..... The basic assumption is that the mass increase is linear with respect to the percentage increase.

Your assumption is correct, all experimentation in SWG uses this formula :

Stat = [Base value at 0% experimentation] + ([Increase/%] x [Experimental Percentage])

For example :

X-Wing : Mass = 97500 + (5000 x E) with E = Experimental Percentage

The initial and maximum Experimental Percentage depend on the resource stats, resource amounts and the applicable stat percentages for the item youre making.

These values make up the Weighted Resource Value and determine the initial and maximum experimental percentage this way :

Here are some stats on a KSE Firespray I had made by Ewach on Sunrunner:

Initial mass: 207621 With experimentation: 212517 (I wrote 213147 in my notes but the final blueprint had slightly less mass)

These are with resources that averaged to 84% quality for the mass.

With 85% quality resources and some luck Ewach got the mass up to 213166, and another one had 212940; I don't have notes on the initial mass for these two ships.

Message Edited by plmcmahon on 03-11-200503:45 PM

Sunrunner: Delana Locke, mayor of Xanadu, Tatooine

Kryat: 25% - 208917, 50% - 210004, 74% - 211091, 90% - 211815 0% - 207830, 100% - 212178 Average of 45 mass per %

Heavy Scyk/Z95/TIE: 23% - 93937, 45% - 94903, 68% - 95743, 84% - 96384 0% - 93011, 50% - 95023, 100% - 97036 Average of 40 mass per %

Calculations based on these numbers is not entirely accurate as I think there is a hidden decimal place on the experimentation percentage. Nevertheless, the numbers are close enough.