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.