Armorsmith Archive
Thread: What's Wrong With Phrik
Kelloch wrote:
Probably something going on with crafting in general. I had a guildmate that said something weird was happening.
Yeah... it is affecting the final outcome of the product. Basically tossing resources out.
Basically stats are now weighted by the caps on the resource required for the box.
Phrik has SR from 770 to 900. If the box says Phrik Aluminium the SR now count as 1 + 999 * (Resource SR - 770) / (900 - 770). Which means that a SR of 770 will now count as if it was 1 in the old system, while a SR of 900 will count as 1000 in the old system.
It's hard to tell if it's a bug or intentional. Theoretically you can always reach 100% now, so they may have done it avoid too much math when balancing out the new armor and weapons. But that leaves us with doing math instead.
Lunariel
Lunariel wrote:
Brynn discovered this earlier today in this thread on SWGCraft.
Basically stats are now weighted by the caps on the resource required for the box.
Phrik has SR from 770 to 900. If the box says Phrik Aluminium the SR now count as 1 + 999 * (Resource SR - 770) / (900 - 770). Which means that a SR of 770 will now count as if it was 1 in the old system, while a SR of 900 will count as 1000 in the old system.
It's hard to tell if it's a bug or intentional. Theoretically you can always reach 100% now, so they may have done it avoid too much math when balancing out the new armor and weapons. But that leaves us with doing math instead.
Lunariel
Yes. I saw that thread and analysis also. The problem is you can't tell what is and isn't a good resource anymore. It also means that the entire crafting screen is incorrect since it shows the SWG documented weighting.
Lead Designer
Star Wars Galaxies
Blixtev wrote:
Nice find, this was a change to crafting that was made back in Oct-Nov that didn't make it live until the rest of the code did. It seems to have been overlooked so I will give a brief outline.
Old Crafting Method:
Resources range from 0-1000, the closer you got the stats to 1000 the better the outcome of the item. The problemin this system was that many items use several different types of resources that could never approach 1000 in the stat called for in the schematic. For example the conductivity of iron is very poor.
Agun calls forgeneric metal(can have a high oq and cond), copper(generally has high cond and can have highoq) and a named iron(terrible cond max and can have a high oq) This gun will always suffer from that poor iron in itsimply because the cond range for thisiron is 50-120 for example. No matter how good the iron you can never craft a beyond a certain point as the iron gates it.
Why you may ask?
Well the old method just dumped all your resources into a virtual bucket, and based the stats on the sum total of the bucket.
New crafting Method:
The crafting scripts now look at the RANGE of every material for the slot it is going into. So if an iron that has a conductivity of 99 needs to go into the conductivityslot, the script looks up and sees that the max iron's Cond can be is 150. This means your iron is weighted as 99/150 instead of 99/1000. This means your iron is much more effective now.
With the tweaks made to the system we can now control the values of the slots in a way that makes sense, instead of the virtual bucket sum total method.
Sorry about not posting anything on this.
Wow! There's are some huge problems with this. Unless you post the gates we have no way of know what a good resource is or a bad one until we drop it in the schem. Not to mention to poor n00b that just buys the game and believes what the crafting screen is telling him.
Also the numbers displayed when you check oq/sr don't consider this. With the 2 phriks I was testing with the 850 was much much higher than the 851 when used in the tool. The crafting panel that shows the math on the lower right is flawed in light of this new system as well.
Also can you explain why this same phrik works wonderfully in a generic "aluminum" crafting slot?
Wouldn't an easier fixhave been to remove the resource gates so that iron could have good cond?
Moge_Tira_Tru wrote:
wow thanks Blixtev! Excellent post.
So instead of just looking at the total Cond we need to look at the total cond in relation to the Max total Cond of that resource. Shouldnt be to bad.
One question. Do you just say Copper, or Copper and Namer Copper?
So would Generic Copper be one Cap while say Polysteel Copper and all other Named Coppers have another Cap?
It could be any resource and any attribute. In this case it is the SR on Phrik Aluminum when used in a crafting slot that calls for "phrik". When it is used in a generic slot it works great!
Copper could have a broader range that a named copper. So I would say the order goes mineral, metal, non-ferruous, copper, polysteel. The most specific the more likelyhood of it being a tighter gate.
Some have speculated that the gates are based on worst-ever spawn and best-ever spawn. No matter where the gates are coming from, knowing which stats on which resources are gated is now a vital piece of information that needs to be published if this is how crafting is to be.