"but at least those people with 14 can make really awesome powerups"
No, power up's are experimented on 1 line only, so they max out on 10 experiment points, sadly the extra 4 points are useless for those...
Not necessarily. You can get some pretty amazing powerups if you get a critical failure during the experimentation process. I've had powerups where there are 5 stats and the first two are at the normal levels, but the next three are all really high, like 8.58, 7.41, 7.25. That's because the stats get all wonky after a crit fail, but you can recover if you have 14 points.
If this is true, then it is a bug and should be /bug -ed. The Dev's have stated for a long time that the max bonus for skills tops out at the +120 skill level. No matter how high above that you get, only the +120 counts NO MATTER WHERE THE SKILL POINTS COME FROM. They made no exceptions to this rule during the discussions on SEA's and other skill mod's for any profession.
Unless the Dev's decided that Artisan needed some love, this will probably change now that the cat is out of the bag.
not to burst you bubble here, but is a SPECIES bonus... aka... a trait that we are Natural craftsmen... just like other SPECIES get bonus in areas we don't.
We also get Leadership, but that was taken out in beta... so let us humans have our 14 pts, please and thank you.
"but at least those people with 14 can make really awesome powerups"
No, power up's are experimented on 1 line only, so they max out on 10 experiment points, sadly the extra 4 points are useless for those...
Not necessarily. You can get some pretty amazing powerups if you get a critical failure during the experimentation process. I've had powerups where there are 5 stats and the first two are at the normal levels, but the next three are all really high, like 8.58, 7.41, 7.25. That's because the stats get all wonky after a crit fail, but you can recover if you have 14 points.
Yeah Animi is right... with failures.. u get awesome 5-6 stat powerups
<GLA> Barius Weapon-Maker (12 pt. WS) Liberty City Mall, Corellia (-3308 -2296) 800m from Coronet (-139 -5556) Sliced, Unsliced, Enhanced Weapons, Powerups
"Not necessarily. You can get some pretty amazing powerups if you get a critical failure during the experimentation process. I've had powerups where there are 5 stats and the first two are at the normal levels, but the next three are all really high, like 8.58, 7.41, 7.25. That's because the stats get all wonky after a crit fail, but you can recover if you have 14 points."
I never knew this.... how cool. Now I am praying for a crit fail.. lol. I wondered how people got the 5+ stat power-ups, I have never been able to make more than 4 stats, and I have only done that once. Thanks for the info.
"Not necessarily. You can get some pretty amazing powerups if you get a critical failure during the experimentation process. I've had powerups where there are 5 stats and the first two are at the normal levels, but the next three are all really high, like 8.58, 7.41, 7.25. That's because the stats get all wonky after a crit fail, but you can recover if you have 14 points."
I never knew this.... how cool. Now I am praying for a crit fail.. lol. I wondered how people got the 5+ stat power-ups, I have never been able to make more than 4 stats, and I have only done that once. Thanks for the info.
Yeah. I always get either 3 or 4 stat ones... the 5 and 6 stat powerups are pretty hard to get
<GLA> Barius Weapon-Maker (12 pt. WS) Liberty City Mall, Corellia (-3308 -2296) 800m from Coronet (-139 -5556) Sliced, Unsliced, Enhanced Weapons, Powerups
If this is true, then it is a bug and should be /bug -ed. The Dev's have stated for a long time that the max bonus for skills tops out at the +120 skill level. No matter how high above that you get, only the +120 counts NO MATTER WHERE THE SKILL POINTS COME FROM. They made no exceptions to this rule during the discussions on SEA's and other skill mod's for any profession.
Unless the Dev's decided that Artisan needed some love, this will probably change now that the cat is out of the bag.
I believe the cap is 125 points to something before SEA. Then a +25 max added from SEA. This means that you would actually cap at 150 using all the the game and skill attachments will give you.
This means that you can have 150 dodge(125 from pistoleer and fencer + 25 from SEA) etc..
The reason that crafters get the 12 points is cause they get the 100 points from the game skills and then up to 25 from SEA's resulting in 125 or 12 experimentation points. With human artisans you can get 115 from the game skills and then another +25 from SEA's to give you 140 or 14 experimentation points. All this is within bounds of what they have stated as the rule.
I think unarmed damage might be an exception but I am not sure.
Be sure to correct me and point to me where the developers say it isnt true for anything that I have said.
Tieler Durden -- Elder Smuggler(retired) Geef Durden -- Elder Weaponsmith(retired) Vendor in Twilights End (-2982 5253 Naboo) or at least they used to be
If this is true, then it is a bug and should be /bug -ed. The Dev's have stated for a long time that the max bonus for skills tops out at the +120 skill level. No matter how high above that you get, only the +120 counts NO MATTER WHERE THE SKILL POINTS COME FROM. They made no exceptions to this rule during the discussions on SEA's and other skill mod's for any profession.
Unless the Dev's decided that Artisan needed some love, this will probably change now that the cat is out of the bag.
Please point to the dev post where they said what you claim.
This has been around since launch. It's a feature, not a bug. The cat has been out of the bag since they designed the crafting system. Go ahead and submit a bug report and a CSR ticket.
Lol......... I do hope you are not contending that some bugs that were originally in the game are not STILL HERE!! :/
================================ Please email me (PM) if I win any auction and I will make sure to send vendor location for a drop off or set up a time to meet you if that is desired. Thanks.
so 125 + the 15 natural mods = 140 = 14 points .. understandable ...
but heres my question ... as a human artisan .. forgetting any other crafting proffession ( lets assume one's wish was to ONLY master artisan) if this person had a suit ( +25 ) and became 14 points .. what would the force experimentation bonus found in the FS skill trees do for this person? would it benefit him/her at all?
and if these force experimenatation points as quoted from their description ( go towards the crafting of ANY objects) wouldnt it be possible for say a non human with a +25 suit get to be a 14 point artisan as well?
so 125 + the 15 natural mods = 140 = 14 points .. understandable ...
but heres my question ... as a human artisan .. forgetting any other crafting proffession ( lets assume one's wish was to ONLY master artisan) if this person had a suit ( +25 ) and became 14 points .. what would the force experimentation bonus found in the FS skill trees do for this person? would it benefit him/her at all?
and if these force experimenatation points as quoted from their description ( go towards the crafting of ANY objects) wouldnt it be possible for say a non human with a +25 suit get to be a 14 point artisan as well?
im new to crafting my apologies
Message Edited by Thassk on 10-13-200504:14 AM
Force skills to not give you anymore experimentation points. They only improve your chances of getting an Amazing result when you Assemble, Experiment, or Repair.