Architect Archive

Thread: May 10th Patch Question

cosno
Mon May 09, 2005 6:49 pm
#1

Any thoughts on this part of tomorrows patch?



  • Fixed the way resources are evaluated when used in crafting. Under the old system, a resource's final value for an attribute was the position its rating had between the minimum and maximum possible attribute value for any resource that could go into that slot. Now, it is only relative to the maximum. This will generally improve the value of all resources, especially high-end resources which have high minimum values, especially when used in slots that have very strict requirements. So, for example, assume Frobozium steel has a toughness range from 750-850, and also assume that this steel is being used in a slot which specifically requires Frobozium steel. Under the old system, a particular frobozium steel with a toughness of 800 was considered 50% tough. Under the new system, it will be 94% tough (800 / 850). This change is now also reflected in the visual toolbar.



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    Supachickamoulaka
    Mon May 09, 2005 7:10 pm
    #2

    Can u Tell me Why I cant make a large house I cant make 2 of the objects at ALL
    Jutewr
    Mon May 09, 2005 7:34 pm
    #3






    Supachickamoulaka wrote:

    Can u Tell me Why I cant make a large house I cant make 2 of the objects at ALL





    lol That was very random. As for the resources thing, I don't think I quite understand. Glad I only make furniture.



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    Pawlin
    Mon May 09, 2005 8:21 pm
    #4


    I don't think that this change will impact architect items.


    Our materials only care about HR, SR and UT on steel and ore for harvesters and OQ/Cond for crafting stations. I think all those stats max out at 1000.





    Pawlin Construction of Kettemoor.
    Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
    Architect, House, Furniture, Harvester FAQ

    Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
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    ** Please refer to Elyssa's answer
    Elyssa
    Mon May 09, 2005 8:43 pm
    #5

    What about lube oil?
    Is it factored in as having a 0 stat now or is it still completely ignored?



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    Pawlin
    Mon May 09, 2005 8:46 pm
    #6

    I'd guess it will still ignored since it doesn't have the stats in question. Dunno, we'll see.






    Pawlin Construction of Kettemoor.
    Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
    Architect, House, Furniture, Harvester FAQ

    Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
    "Worst FF ever *thumbsdown*" -- Pawlin fan club
    "I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


    ** Please refer to Elyssa's answer
    Poldano
    Tue May 10, 2005 4:32 pm
    #7


    I don't think steel has a floor on any of the critical attributes. This might have been true at one time (don't remember), but the shipwright steel types appear to be unrestricted. If there is a floor, then the calculations before the change would have resulted in relatively lower quality harvesting components and harvester final assemblies.


    Saego, Wanderhome

    Pawlin
    Tue May 10, 2005 9:04 pm
    #8

    Ok, I did a couple tests.


    I have some old schematics in my datapad. So I used the same steel to make the same items.


    Using Nisaif steel pre CU I was able to get 97% light ore mining units. Post CU and a random gas also gave me 97%.


    Using Eesillakob steel pre CU gave me 97% turbo fluid drill pumps. Post CU with Eesillokob and the chemical processed from a recycler also gave me 97%.


    I also made a medium mineral using a new 97% LOMU and materials that I used pre-CU and got a BER10 as easily as before.


    So it doesn't look like theres any significant noticable change.


    The inert gas and lub oil still work fine.





    Pawlin Construction of Kettemoor.
    Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
    Architect, House, Furniture, Harvester FAQ

    Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
    "Worst FF ever *thumbsdown*" -- Pawlin fan club
    "I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


    ** Please refer to Elyssa's answer
    LoboCA
    Wed May 11, 2005 11:50 am
    #9


    Thanks for checking for us Pawlin.


    Still wish archies could get some love from the devs post CU, oh well.





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    cosno
    Wed May 11, 2005 7:33 pm
    #10






    LoboCA wrote:


    Thanks for checking for us Pawlin.


    Still wish archies could get some love from the devs post CU, oh well.







    We got our post CU love from the Devs - we can respec to another profession


    I am afraid thats all the love us Archy's are ever going to see.



    Freud Industries
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    Maasedge
    Fri May 13, 2005 9:40 am
    #11



    Pawlin wrote:

    I don't think that this change will impact architect items.

    Our materials only care about HR, SR and UT on steel and ore for harvesters and OQ/Cond for crafting stations. I think all those stats max out at 1000.






    As I understand it the resource changes are related to the "gate" of a stat of the resource. The gate is a maximum numerical value to a stat on the resource that is *not* 1000. For example Duralloy Steel HR/SR/UT does not max out at 1000, I could get the actual numbers from a post in the Armorsmith forum but I am feeling lazy right now. How this effects crafting is as follows:

    Previously if you used a resource with a stat that gated at, say 400, and you had a version of the same resource with the same stat at 350 your item would be valued at 350/1000, now however you stat is viewed at 350/400 so it is rated as much higher quality than it would otherwise.

    Also there is a low end gate. The Durralloy Steel I mentioned, one of its stats (HR I think) does not drop below 921, so no matter what the crafting system will judge it as 921/"maximum that I can remember but it lower than 1000" instead of 921/1000.

    So theoretically we shouldnt see much difference since a few points shift from 921 to 941 for example would not produce much of a difference in what *we* make but it might make those metals and ores with stats in the high 800's a tad more valuable to us however.



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