Architect Archive

Thread: What is the best Rating you have seen for Crafting Stations?

Dragula99
Tue Sep 02, 2003 11:50 am
#27





Also with sensor suites, even though the effectiveness says that it's 66% OQ and 33% conductivity, I get better results using high conductive copper in the two metal slots than I do using high OQ Steel (at least 1-2% dfiference initially).






do this - compare your two resources you mention above. take 66% of the oq and add it to 33% of the cd. that is how the game looks at it. you can not just look at oq or cd separately, you must do the math.


for example if i had a resource that was 900 oq and 600 cd, it's effectiveness to use in a micro-sensor suite would be:


900 * 0.66 = 594
600 * 0.33 = 198
----------------------------
add 594 + 198 = 792


there is also your explination of why it is so hard to get a really good micro-sensor suite - try finding a resource with both oq and cd close to 1000!!!





- Alugard
Ropock
Tue Sep 02, 2003 1:22 pm
#28

sorry Dragula, I'm on Kettemoor, he's on Lowca... i'm guessing he just had a typo or got the number wrong somehow.


Sad thing is I'm all out of that copper now so no more wonderful tools...




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
SurrealKnyte
Tue Sep 02, 2003 8:35 pm
#29

Ok, don't laugh, but are you guys telling me that +% modifiers mean a better result? As opposed to when the -% modifier was good for powerups for example. I ask because my local Architect told me his crafting station was one of the better ones out there at -11%. Do I need to find another Architect?
BlackPearl
Wed Sep 03, 2003 12:34 am
#30






Dragula99 wrote:


there is also your explination of why it is so hard to get a really good micro-sensor suite - try finding a resource with both oq and cd close to 1000!!!





I found a copper with 950 Conductivity and 885OQ. I think the hard part is actually finding a STEEL "with both oq and cd close to 1000".
Darkflinx
Wed Sep 03, 2003 4:52 am
#31

I'm not sure the droid compartments matter either. Here's some interesting numbers on my 41.39 stations I was making a couple weeks ago.


969 copper


two 96% control units


two 84% micro sensor suites


five 99% droid storage compart


Ok, the 969 copper for the station gets counted once, the control units twice (2 items), and the micro sensor suites twice (two items). Only counting the copper once because you can use any mineral in the other slot and if you use radioactive or ore with no conductivity the final functionality comes out the same as if you use copper in both spots.


.969 + 2(.96) + 2(.84) = 4.569 and divide that by five cause five parts you get .9138


multiply .9138 by 100 and you get 91.38


assume that the range for crafting stations is -50 to 50


add 91.38 to -50 (start point) and you get 41.38 which is curiously close to my 41.39 stations


I assume the tiny difference is that the game keeps track of those 96% control units and 84% sensor suites to more digits than displayed which would explain the tiny difference.


I think +50 as the max makes a lot of sense.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Darkflinx
Wed Sep 03, 2003 4:59 am
#32

I'llfind out tomorrow if that formula is correct at predicting crafting station functionality. I have some 988 cond copper and a few resources left to run off identical subcomponents used in my 41.39 stations. If the formula is correct my stations will come out at 41.76 or actually 41.77 due to the rounding of non-displayed numbers.


Can someone confirm that droid storage compartments have no effect on station functionality even if low quality storage compartments are used? It'd save a lot of high quality metal if true. Perhaps I'll test it myself though I hate "wasting" a station and would rather someone else do the test.





Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Longrie
Wed Sep 03, 2003 5:04 am
#33

I'm a master armor smith, I came to this forum to post a question about houses. I saw this thread and it struck a cord because I've recently gotten a 30 station comming from a much lower value one. I must say I have noticed a difference, I cannot be certain its not imagined though. For the first time however I got two exceptional results on a piece of armor back to back experimentation attempts and it resulted in the best ubese jacket I've been able to produce with a 28% in the others catagory. Using the same materials I would normally get a 26%.



I'm not saying the station made the armor better, I'm suggesting it helped facilitate the lucky exceptional results which resulted in the the higher than normal armor. I'm getting about a 1 failure in approximatly.. hmm.. I would say 20 experimentation attempts. I use 3 to 5 attempts per piece of armor created.



I had no idea 40-50 station were possible, I'm going to have to try to get one.

BlackPearl
Wed Sep 03, 2003 10:38 am
#34

Okay, simple test I did that shows the effectiveness of Droid SCs conclusively.


Made a station with no optional components in it. Only used 450 units of Copepr with 674 Conductivity (didnt want to burn the good stuff on a test). I experimented till all boxes were filled and it reached 67% Experimental Efficiency (as expected). This resulted in a Station with Functionality Rating of +5.219999



Note: The way to work out what the base rating will be without any components is this:


Rating = [30*(Conductivity/1000)] - 15


This means the max (using cond 1000) metal is +15 and the min (using cond 0 metal) is -15. Note that the station I made above perfectly fits this model.



I then made another station using the same copper for the base but I added in only the Droid SC Optional Component. I used a factory run which I had previously done using 999 OQ Iron which resulted in a 99% Experimental Efficiency set of Droid SCs.


This station reulted in a rating of +10.20999 which was an increase of 4.99 over the other one.



CONCLUSION: Adding a set of 5 identical near-perfect 99% Droid SC resulted in an increase in the final efficiency of approximately 5 points.


It could be that Droid SCs affect the final Rating by a range of +0 to +5 or it could be in the range of -5 to +5. IE, a bad Droid SC (below 50% experimental Efficieny) may be worse than not putting it in at all. I leave that test to someone else.



Note: In the example of my stations which have come out to +43 I know that they can be +15 with no optionals and it is now seen that the 99% Droid SCs adds +5 to that. So that leaves 23 points that have been gained by adding2 98% Control Units and2 86% Sensor Suites.


I might make a station just with the Control Units and see what I get above the base copper value.

BlackPearl
Wed Sep 03, 2003 11:26 am
#35

Was thinking ...


We know that the base station can go as high as +14.97.


We know that Droid SCs can add as much as +4.99.


We know I made a kick-ass +43.14 station and that leaves +23.18 points not accounted for.


I am going to assume that the maximum is +45 and so there are 25 maximum points not accounted for.



So, perhaps the Control Unit accouts for another +5, the SS Accounts for another +5 and the three subcomponents of the SS (Control Unit, Electronic GP and Energy Distributor) accoutn for +5 each.


That would come to a total of +25 bringing us to my assumed maximum. There is my model, now lets put some data into the model.



I use 99% Electronic GP, 98% Control Unit, 98% Energy Distributor, 86% Sensor Suites and 98% Control Unit.


So if each of these was worth a maximum of 5 points each we would have:


5 x 0.99 + 5x 0.98 + 5 x 0.98 + 5 x 0.86 + 5 x 0.98


= 23.95



Now only 23.18 was not accounted for in my actual station but this is consistent with the round to two figures that happens with the usage of a 2 digit percentage.

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