Just as a general rule of thumb for resource quality, most armorsmiths strive to use materials that have OQ+SR at a combined total of 1600. This translates into roughly a minimal experimental effectiveness (the line that affects the base resists for armor) of 80%.
As a secondary bonus, if you can get the combined total of OQ+MAL to at least 1600 you will see an increase in the experimental durability which raises the overall max condition of the armor and lowers the encumbrance.
A couple of other things to remember about experimentation. A "great success" is for the most part your baseline result. Great successes will give you roughly a 7% increase for each point used during experimentation. Amazing successes will give 8% increases for each point during experimentation. Something to consider when you look at the results of your experimentation is that the game hides the decimals so don't be discouraged if that 4% base you achieved doesn't seem to increase as you put more points into it...you're 4% might have actually gone up to 4.9%. The improved result is there...just the game is hiding it! 
On a side note, and this is for the Tailor correspondant, I helped my master tailor friend get an additional "+10 clothing experimentation". This should have in theory given her 11 experimentation points to play with but when working on the new padded segment she still only had the standard 10 points that a master tailor receives. As for details, she received teh +5 from the crafter's apron and an additional +5 through various clothing experimentation tapes. The skill sheet correctly reflected the addional +10 to her total clothing experimentation skill modifier.
Chr'yss Ta'baal Master Heavy Swordsman/Master Armorsmith
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