It's all about percentages..
Well to put it mildly, I think the issue that we're all missing here is that where the old system was based on the 2-22 bottles per try the real issue here is really about percentages of success per try..
Let me explain..
Muchy like any crafter or any hunter everyone for a certain level gets a % for a base cance of creating an item or getting a hit with a specific rifle based on skill (When a hunter for example starts off with a Hit ability of 0.0 the base rate is 80%.. By the time you max out the gun the Percent hit rate is 90% (80+10) (and yes this is true due to the fact that it's the hit ability that determines the miss ratio...
Now then let's put this into the SG angle shall we?
If you take the base 80% and then factor in the fact that some of us are heading to the next Level of SG, the base chance of seccess is based on really the 80% + The SG Level /10...so a person like myself who is level 22, would have a base rate of about 82.2% success, compared to the base 80% when I started out at leel 0..
So if we extrapolate that forward, A Level 100% sweat gatheerer would eventually max out at exactly 90% (and anyone over 100 would not get any further increases due to the fact that the VSE 1 is maxed out (Much like your gun)
Now as for the amount.. While the old way was what I felt was unbalanced, the new way of sweating is really more fair and thus again it's again based on the skill based on your percentage rate of success
So if a Level 10 sweat gatherer has a combined success rate of 81% and a level 22 sweat gatherer has a base level of 82.2 % . who would be more sucessful to get sweat? The one with the hight skills of course..
But again I stress there would be a cap of around level 100, and this would be a 90% Sucess rate.. So yes, you'll still miss on ocasssion but 9 times out of 10 (or 90% of the time) you'd get a sucessful Pull (at least that is how I see it working..)
Benjamin Ben Coyote (Space Callsign "Coyote"
a.kl.a. "The Blind Sniper"