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Experimenting uncovered


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Would someone explain to me how experimenting works, the pips, the re-rolls how to improve such, etc...

talk to me as if I was new to the game....thank you for your understanding and assistance.


Flamers: yes I googled it, almost everything out there is out of date now. Even on YouTube, the only two up to date videos are either to simple(does not explain experimenting)  or a dude bragging about how anything under 120.8 is unacceptable. Did me no good.


Edited by Owlwise
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Unfortunately my Wiki is down right now. Apparently the hosting site had a DDOS attack yesterday. It should be back up some time today. I have a page on the wiki that talks about experimentation. In the meantime, I can give you the quick and dirty. 

There are 2 primary stats that you care about:

Experimentation - Improving this stat will increase your chances of successfully experimenting on an item. The default cap is 100, but you can raise that cap to 120 by equipping the Techniques minor discipline associated with your chosen profession. You'll want to get this stat to 120 to achieve the best results.

Experimentation Points (Pips) - This represents the number of times you can experiment on an item.

Each time you experiment is a roll of the dice, with your Experimentation stat weighed against the difficult of the recipe. The difficulty of the recipe is modified by the quality of the item you are making (higher quality is actually less difficult) and the amount of risk you select. The more risk you select, the higher potential rewards, but if your Experimentation stat isn't high enough, you are much more likely to get poor results. 


A good rule of thumb is to make sure the value in Your Skill is higher than the Final Difficulty value.

The Bonus Per Point value is the amount added to each experimentation roll based on the risk you chose. Using the Attention to Detail minor discipline will increase this amount by 1.

In this screen shot, you can see that I have 4 tracks to experiment on, and only 20 pips, so I can't fully experiment on everything. Most items have 3 tracks at most, with 1 of those tracks being durability, so 20 pips is enough to fully experiment on most things. The cap on pips is 18 by default, but you can raise it by 4 by using a Potion of Sappho, and by another 2 by crafting at a station in the keep, which gives the Thrall buff (the buff doesn't currently work for runemaking and alchemy).

Despite being able to raise the cap to 24, you won't be able to get more than 21 total pips, currently. You can get up to 2.5 pips from a necklace. The Leadership buff (fully trained) gives .5 pips. Sumptuous Pot Pie (crafted at a cooking station) gives 1 pip, and the Thrall buff give 1 pip, in addition to raise the cap by 2. You will need to reach at least 16 pips via skill training and attributes to reach 21 pips. Open your character sheet, click on the Details button, and in the Craft tab, mouse over the Experimentation Points stat for your chosen profession. The tooltip will tell you which attribute you need to increase to increase that stat. It will be one of strength, dexterity or intelligence. The conversion rate is 1 attribute point = .014 pips. Attribute caps can never be higher than 350, so the most pips you can get from attributes is 4.9.

The percentages you see on the right side of the screenshot are your final results for each track. It is a combination of all of your experimentation rolls. The highest percentage you can achieve is 120.8%.

There are secondary stats as well that will improve your experimentation. The Helper Monkey minor discipline, along with Bon Tippers (single use, crafted at cooking station), will improve your Experimentation Difficulty Reduction. The Risk Management minor discipline will improve your Additional Risk Difficulty Reduction. You can also get these stats on Jewelry. 

Re-rolls allow you to redo your lower rolls. If you do the Large re-roll first, you can then also do the small re-roll. If you do the small first, then you won't have the option to do the large. The large re-roll will re-roll all of the pips and if a result ends up being higher than the original roll, then you will get the higher roll. The small re-roll will re-roll your 3 worst rolls and is guaranteed to improve them.

There are varying costs for re-rolls based on the quality of the item. Rare items costs 50 dust for a large and 20 for a small. For epic and legendary items, large re-rolls will cost you 5 and 10 chaos embers, respectively.

Okay, I think that's enough :)

If you have any questions, let me know.


Edited by Arkade
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  • 10 months later...

Hi All

I'm trying to increase the risk I'm taking on experimentation, as I've got some headroom in skill, but when I turn up the difficulty, it doesn't do anything. Screenshot attached.

Any ideas?


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