Architect Archive
Thread: 98% Ore Mining unit thanks to crappy chemical
Can post a screenie of my crafting tool if someone needs me to...
True, Ore mining units do not require chemical. They use steel, metal and inert gas.
Maybe this was for a Turbo FLuidic Drilling unit? They do use chemical.
pdrex wrote:
I only figured this one out recently. I was hoping that nobody else would catch on, so I could sell more BER 13 harvesters. Ahh well. Here's hoping they don't nerf this little perk.
I figured this out a long time ago. I was really hoping nobody else caught on.
is this just architects or is this everyone?
Everyone - docs have known this for months. Just make sure that at least of of your resources has the stat (probably not a problem for most architect schematics). If none of the resources used has the stat, it really does factor into the formula as 0.
So to clarify then:
Combine 1
Res 1(50%) Res 2(50%)
ExpAttr1: 999 111
ExpAttr2: 999 111
ExpAttr3:999 111
Combine 2
Res1(50%) Res2(50%)
ExpAttr1: 999 Not Present
ExpAttr2: 999 Not Present
ExpAttr3: 999 111
You're basically saying that for ExpAttr1 and ExpAttr2, Combine2 will make a much higher quality product than Combine 1?
If so....GAH! ![]()
Very helpful post.
You're basically saying that for ExpAttr1 and ExpAttr2, Combine2 will make a much higher quality product than Combine 1?
Yes, combine 1 will calculate the final value based on 555 (half of 1110), 555, and 555 while combine w will calculate it based on 999, 999, and 555. You'd be even better off if you used a res2 without ExpAttr1, ExpAttr2, or ExpAttr3... then it would be 999, 999, 999 and you truly could use whatever garbage resource you have lying around that doesn't have those 3 stats. Without looking up the properties of lubricating oil, that appears to be what the original poster did.
Griswel wrote:
Yup, I heard this earlier and I am piling up some lub oil (before they nerf the process), so I'll be doing this real soon.
I don't think they'll nerf this... this type of calculation has been around since the beginning I believe.
A good example for us would be crafting stations and tools. (For those that have master artisan). You can use crap chemical in the chem slot becuase no chemical has a 'conductivity' attribute.
Well, it's still fairly limited by what type of thing goes in each box; e.g. if it says 'Metal', you can't use this trick to eliminate Conductivity for instance, since all metals have that.
It does mean the mythical 100% is easier to achieve now though for some types of combine; you'd only need one resource with 1000, instead of two. At a guess various rounding errors mean it has to be spot on 1000 though.