Make Experimentation and Assembly non-exotic SEAs

Make Experimentation and Assembly non-exotic SEAs
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Change all Experimentation and Assembly to be able to be put on regular SEAs, and not just exotics.
Justification
The primary justification is in shipwrights currently needing 7 suits to cover all their various experimentation and assembly categories. Additionally this will allow multimaster artisans to have a single suit to cover all their professions. By allowing the stats in regular SEAs, every crafter build should only need one suit.
Motivation
Currently, shipwright is disadvantaged in needing many suits, but having 'suits' consist of 3 pieces when there are so many other SEA slots available is wasteful as those other slots provide no direct benefit. This change also eliminates needs for multiple suits for someone like a Master AS/WS.
It is the stated intention of the devs that experimentation caps at +20 for all professions except Artisan. It is unclear whether this cap is enforced as a hard cap, or just by the inability to reach +30 currently. If it is a hard cap, this change is a simple change. If the cap is enforced by the availability of the stat, then either a hard cap would need to be created or another idea would need to be proposed to solve the SW specific multisuit issue, as well as simplify suiting for all other crafters.

The same consideration would need to be given to Assembly as well, with a cap placed so that the multisuiting is not needed to be optimal.

The math:
Between armor, shirt, and weapon; there are 12 SEA slots, for a total of 36 +s. Currently an experimentation is +8, and an assembly is +11.

SW: Needing 3x+8s for +24(to get +2) across 7 SW categories consumes 21/36 SEAs. Distributing the last 15 between +11 assembly evenly results in +22 to each assembly(for whenever SW assembly does something) and one slot leftover. Final result: +24 experimentation, +22 assembly.

General Artisans Suit: With experimentation hardcapped the suit would only use 15 slots to reach +24/+132. Using another 15 slots would allow +24/+132 in a second artisan profession as well(AS/WS suit for example), with room for 6x+8s for +48 Artisan Experimentation(uncapped).
 
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I'm a fan of this. I'm not sure why there seems to be initial resistance. Back in the very beginning of JTL on live, all we worried about was experimentation. I miss those simpler times. The problem Shipwrights have, especially on Resto, is the space community is very much about getting the best of the best and our player-base is very slow to grow. You almost /must/ have all these outfits to get sales as a SW - it's just tedious and adds more bulk to the premium of item storage / management that other crafters don't have to deal with. I don't care if it still costs me 3.5 million or more credits to get /one suit / the part where its all done with one outfit is what I care about.
 
I downvoted it because of the unintended consequences of making an exotic SEA mod fit in non exotic SEA slots.
If the intent is to end SW getting hosed in the SEA market, a simpler idea is to combine all 7 SW skills into a single SW experimentation and assembly skill. How that would work for existing SW crafting suits would be difficult to figure out. I'd say that Resto is small enough that you could have SW file tickets with GMs to switch them out.
 
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