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  • Experimentation 101
    By: daishiro, Posted at: Wed, Jun 4th 6:35 PM 2003, Last Edited: Thu, Mar 10th 3:35 PM 2005
    Rated 4.64 by 56 people

    This was posted on the SWG beta forums, so some information may be dated.

    Experimentation is the process of fiddling with a schematic to (hopefully) produce a better item. Any schematic can be experimented on, and each has a variety of areas that can be increased.

    The basic process of expermimentation:

    1) Make the item in a specialized crafting tool in the presence of the appropriate crafting station. The station can be public or private, it makes no difference.

    2) Make the item as normal, until you reach a window with 3 buttons on it. They'll give you the choice of making a prototype, a manufacturing schematic, or experimenting. Choose the option to experiment.

    3) Now you'll be presented with a window with 4 panes. The top pane will show a picture of the item. The lower three have information on the experiment.

    The leftmost pane shows how many experiment points you have left. Note that these points are granted on a per-item basis, so don't worry about using them all up. Also note that you don't have to spend them all at once. You can run multiple experiments on the same item, if you wish, which will be important later. You also don't have to spend all of the points. If you've done all the experimentation you want to and have points left, don't worry about it.

    The rightmost pane shows the risk of failure, given your current point assignments. There's a pretty red bar that goes up as you assign more points, but doesn't really tell you much, and a percentage number. Pay attention to that number... it can get pretty high.

    The middle pane is the heart of the process. There are multiple rows, each one corresponding to an experimental attribute (something you can improve through experimentation). It shows the name of the attrbute, as well as 2 horizontal bars.

    The big bar, broken into boxes, shows how many points you can assign to this attribute how many points are currently assigned, and how many points were successfully allocated from previous experiments (if any). Different attributes will have different maximums. Just click on the box corresponding to the number of points you want to assign.

    The smaller bar underneath the big one denotes the improvement of the attribute over its base value. You will probably start with a little bit in this bar right away, depending on the success of the initial assembly.

    Finally, there are two buttons at the bottom of the window: Run Experiment and Done Experimenting. Take note of which is which.

    Got all that? That's OK. I'll walk you through a normal experimentation session.

    Suniko is making medpacks. She's standing in front of the Food and Chemical Public Crafting Station and has her Food and Chemical Crafting Tool booted. She selects the schematic, plugs in the resources and clicks Assemble. She gets lucky and has a great success. Now comes the fun part. She clicks Experiment and gets to it.

    On the experimentation screen, she sees 4 attrbutes: Charges, Ease of Use, Durability and Effectiveness (note: they're not actually worded this way. They're code strings right now, but this is what they really are). Charges will give the medpack extra charges if it gets high enough. Ease of Use lowers the skill requirements to use the item. Durability slows down decay (a non-issue with a consumable like a medpack), and effectiveness will increase the number of wounds healed.

    She assigns 4 points to Charges, hoping to get a fourth use out of the pack, the clicks Experiment. Now, depending on the level of success, anywhere from 0 to 4 of those points will actually stay. Each one that does will increase the attribute by a certain percentage. Let's say she just gets a success, and 2 points stay. She's now down 4 points. If she started with 8, she has 4 left. She probably wouldn't have gotten another charge with that level of success, but that would depend on how high it was to start.

    Next, she assigns the other 4 points to Effectiveness. She's not worried about Ease of Use, since her skill is high enough to use the pack as is, and Durability has no discernible effect on a medpack. Again, she clicks Experiment. This time she gets an amazing success. Amazing successes can sometimes actually fill more boxes than you actually assigned, but they won't cost you more experimentation points. Anyway, she gets a few more points of healing out of it. Since she's out of points, she clicks Done Experimenting and creates her prototype.

    That's all there really is to it. There is one thing you may have noted, though. I knew I was going to experiment in two areas, yet I did them seperately. Why didn't I do both at the same time? The reason is that at the moment, assigning points to more than one area in the same experiment pretty much guarantees failure. I've never assigned points in multiple attributes in the same experiment and not had it fail, regardless of what the risk meter said.

    SWG: Crafting: Experimentation 101, by daishiro
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    7 threads, 1 page(s) long 
       Timing? Reply...
      Posted @ Tue, Dec 9th 12:32 AM 2003
      By: Walrusinc
      8 posts
      Score: Decent [3.00]

         I'm unsure if this has any affect on experimentation, however I've noted that if I count to somewhere between 2 and 3 by going one thousand one, one thousand two, click, I get great success and sometimes amazing success regularly.
      I rarely fail to get below great success anymore and was curious if someone else could verify my theory.            

       
      0 Replies
       Experimentation Reply...
      Posted @ Thu, Oct 16th 2:14 PM 2003
      By: Nekojin
      Scholar
      1087 posts
      Score: Decent [3.00]

      Granting that the Guide was written some time ago, it's now possible to put points in multiple attributes at the same time, and not have it auto-fail. I've done it several times, myself.

      With regards to using your experimentation points one at a time or in larger chunks: I've noticed that if you have enough skill (enough experimentation points) to max out an item's stats (for example, making a Crafting Tool of some sort, where there's only one area for experimentation), using all at once or one at a time doesn't matter much - unless you botch it, you're going to peg the meter.

      However, there is another factor to consider. Experimenting multiple times increases the "complexity" of the item. I know from experience that a high complexity can dramatically raise the Insurance cost of an item. I've also been told that increasing the complexity of an item will increase the time-per-unit and/or the cost of mass producing the item in question. As I haven't built any factories yet, I can't verify whether that's true or not, though, so YMMV.

      Nekojin

       
      ----------------------------
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      0 Replies
       crafting traps or camp sites Reply...
      Posted @ Fri, Oct 10th 7:50 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Is it possible to experiment while crafting traps or camp sites? If so, what type of crafting station can you dothis at?                                                                

       
      1 Reply
         RE: crafting traps or camp sites Reply...
        Posted @ Thu, Nov 6th 1:05 PM 2003
        By: Izit
        3 posts
        Score: Decent [3.00]

        No, Traps and Camps Cant be experimented on.                                                                             

         
        0 Replies
       This helps me... Reply...
      Posted @ Tue, Sep 16th 8:42 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I found that you have much greater success for experimenting if you assign one experiment point to a category, then click the experiment button, assign one more point to same area or other area, click experiment. Repeat until all points are used... seems to be a little bit more effetive for me.                         

       
      0 Replies
       answering post one Reply...
      Posted @ Sat, Sep 6th 5:39 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I would mention that different items have different attributes.  Like strength, duration quality, ease of use, etc. when experimenting the attributes will vary depending on what you are trying to craft.                                      

       
      0 Replies
       Wierd....!!!!! Reply...
      Posted @ Sat, Sep 6th 12:01 PM 2003
      By: Anonymous
      Score: Default [2.00]

      When I experiment I only get i row to to fill upp, and this confuses me. Before I had 2 rows, and when I look at screens and in the manual there are 3 rows, does anyone know whats wrong??
      i would really appreciate if someone could answer me this.                                      

       
      0 Replies
       Help with experimenting Reply...
      Posted @ Tue, Jul 8th 12:25 PM 2003
      By: Roguishdevil, Guardian of the Glade
      21 posts
      Score: Decent [3.00]

      so explain to me what the "Make Production Schematic" button does.  It puts a schematic in my datapad, but thats it. I can't use it for anything.

      Is experimenting done on EACH item, or once you've experimented on something (say stimpack a) will you always make a better one??

                               

       
      1 Reply
         RE: Help with experimenting Reply...
        Posted @ Tue, Jul 8th 4:24 PM 2003
        By: Treessa
        6 posts
        Score: Decent [3.00]

        I'm pretty sure the Production Schematic is used in a factory to produce mass amounts of the product.  I too would like the answer to your 2nd question =)                                                   

         
        1 Reply
           RE: Help with experimenting Reply...
          Posted @ Tue, Jul 8th 6:54 PM 2003
          By: DrakenKorin
          1 posts
          Score: Decent [3.00]

          The "Make Production Schematic" button is used to take the results of your crafting and experimentation to create a schematic that can be used in factories to mass produce the item.  Some of the higer-end items in the game require identical componets that are made from a factory using a player made schematic.

          Experimentation is done on an item by item basis. So experimenting on one Stimpack-A will have no affect on the next Stimpack-A you create.

          ~Draken

           
          1 Reply
             RE: Help with experimenting Reply...
            Posted @ Sun, Aug 17th 12:41 PM 2003
            By: Anonymous
            Score: Default [2.00]

            You might note that "The station can be public or private, it makes no difference." is not entirely accurate.  Personal crafting stations can be built better the public ones. Also, there is at least one item that requires a personal crafting station. (Bowcaster) What is better about personal ones? Experimentation success rates. Also, you can use other player's crafting stations. Try guild halls open to the public, or in shops that sell items you are making.

             
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