Armorsmith Archive
Thread: Orske's Current Best Resources for Armorsmiths
Keeper32 wrote:All the schematics on SWGCraft are correct in terms of resources. This I know. (I updated it).I made a .txt file with all schematics resource usage and experimenting qualities. I could send it to you if you want a look.
Good news! I updated it, and it *should* have all the data from your text file.
So, I ask you all to check it out, let me know what might be missing or incorrect as I created the files by hand. Hope it's close anyway
Also, let me know if you want me to re-organize the menu layout. I did what I thought most clean and obvious, but again, I'm not an armorsmith, heh.
Hope it works well for ya'll. If it does, make sure to thank Keeper32 for his help in getting me the correct experimental qualities and updating SWGCraft for the correct resources.
Orske's Current Best Resources
Message Edited by SandLizard on 08-31-2005 07:33 PM
Message Edited by SandLizard on 08-31-2005 07:35 PM
I'm an ex-shipwright who was addicted to your resource tool. Now you come here and make one for AS as well as some of the other profs. I can't tell you how much I've longed for this tool as an AS after I had it as a SW. You, sir, deserve free armor!
/bmoc Orske
And I'm serious about the armor thing...we are both on starsider so give me a ring.
The Cores are looking to SR and UT for their stats when they should be looking to OQ and SR. The 50%/50% is correct though.
RPMayhem wrote:
ok, found a problem...
The Cores are looking to SR and UT for their stats when they should be looking to OQ and SR. The 50%/50% is correct though.
Fixed.
JediSpam wrote:I just noticed something...The average you're getting is the raw average(OQ+SR/2), whereas armor uses gated max stats(actual SR/SR cap*1000).
Example, if resource A is gated at 100-200 SR... and you have 2 chices...
Option1) OQ 500, SR200 (OQ+SR/2 would be 350)
Option 2) OQ800, SR100 (OQ+SR/2 would be 400)
In your file, Option 2 would be better.
However, in reality, Option 1 would be a better choice for armor because...
Option1) OQ 500, SR200 (OQ+(actual SR/SR cap*1000)would be 1500)
Option 2) OQ800, SR100 (OQ+(actual SR/SR cap*1000)would be 850)
If you would, please point out a specific example where this is happening, because as the tool is written, it calculates gates/caps and the 'modified' values according to your latter calculation (as it should be calculated). The tool does *NOT* do the raw average -- it never did. (I assume you're using a 50%, 50% example. The reason it never used a 'raw' average is that I had to take into consideration 66 and 33 and 75, 25% also).
In a nutshell:
The tool takes the required stat of the resource, multiplies it by the percentage that stat matters-- so in the case of say, a 500 oq, 500 cd steel in a generic steel slot, at 75% oq, 25% cd:
500 oq = 500 (1000 base).
500 cd = 500/650 (650 cd gate) = 769 (1000 base).
THEN, the script basically does a 'weighted' average...
500 oq at 75% = 375
769 cd at 25% = 192
Add the two numbers above together, and voila! 567 on a 1000 scale.
The script is intelligent enough (mostly, there may be some breakdowns, but I think I've got most--hopefully all--of them) to use the gated caps correctly for groups of resources. For instance, if you use a crystallized bicorbantium steel at 700 cd, it is calculated at a 650 gate (so 100%) because JTL resources don't have 'normal' gates. However, if the same cryst. bic. steel is used in a *specific* cryst. bic. steel slot (like we have in shipwright) that steel gets calculated by it's *own* gates (namely, all 1000 base). The same goes for resource that fall below gates. If you use them in 'generic' slots where any iron, metal, steel, etc would go, then they get computed against the gates for all others, but in a specific slot for that resource, it gets computed against it's *own* gates (and man was that a pain to code in heh).
I had to manually code in gates for groups of resources, like generic steels, metals, ores, etc (as they're just combinations of all sub-groups). I am unaware of any I missed, but if any of you see discrepancies in the number output, let me know, and I'll go over it (again and again, if needed) with a fine-toothed comb. Or with my fingers, because they're easier to type with.
Sorry for the long-winded post, but I wanted to clear up any confusion about how the tool works. Let me know if I made sense
Message Edited by SandLizard on 08-31-2005 09:32 PM
Message Edited by Keeper32 on 09-01-2005 07:38 AM
SandLizard wrote:
RPMayhem wrote:
ok, found a problem...
The Cores are looking to SR and UT for their stats when they should be looking to OQ and SR. The 50%/50% is correct though.
Fixed.
JediSpam wrote:
I just noticed something...The average you're getting is the raw average(OQ+SR/2), whereas armor uses gated max stats(actual SR/SR cap*1000).
Example, if resource A is gated at 100-200 SR... and you have 2 chices...
Option1) OQ 500, SR200 (OQ+SR/2 would be 350)
Option 2) OQ800, SR100 (OQ+SR/2 would be 400)
In your file, Option 2 would be better.
However, in reality, Option 1 would be a better choice for armor because...
Option1) OQ 500, SR200 (OQ+(actual SR/SR cap*1000)would be 1500)
Option 2) OQ800, SR100 (OQ+(actual SR/SR cap*1000)would be 850)
If you would, please point out a specific example where this is happening, because as the tool is written, it calculates gates/caps and the 'modified' values according to your latter calculation (as it should be calculated). The tool does *NOT* do the raw average -- it never did. (I assume you're using a 50%, 50% example. The reason it never used a 'raw' average is that I had to take into consideration 66 and 33 and 75, 25% also).
In a nutshell:
The tool takes the required stat of the resource, multiplies it by the percentage that stat matters-- so in the case of say, a 500 oq, 500 cd steel in a generic steel slot, at 75% oq, 25% cd:
500 oq = 500 (1000 base).
500 cd = 500/650 (650 cd gate) = 769 (1000 base).
THEN, the script basically does a 'weighted' average...
500 oq at 75% = 375
769 cd at 25% = 192
Add the two numbers above together, and voila! 567 on a 1000 scale.
The script is intelligent enough (mostly, there may be some breakdowns, but I think I've got most--hopefully all--of them) to use the gated caps correctly for groups of resources. For instance, if you use a crystallized bicorbantium steel at 700 cd, it is calculated at a 650 gate (so 100%) because JTL resources don't have 'normal' gates. However, if the same cryst. bic. steel is used in a *specific* cryst. bic. steel slot (like we have in shipwright) that steel gets calculated by it's *own* gates (namely, all 1000 base). The same goes for resource that fall below gates. If you use them in 'generic' slots where any iron, metal, steel, etc would go, then they get computed against the gates for all others, but in a specific slot for that resource, it gets computed against it's *own* gates (and man was that a pain to code in heh).
I had to manually code in gates for groups of resources, like generic steels, metals, ores, etc (as they're just combinations of all sub-groups). I am unaware of any I missed, but if any of you see discrepancies in the number output, let me know, and I'll go over it (again and again, if needed) with a fine-toothed comb. Or with my fingers, because they're easier to type with.
Sorry for the long-winded post, but I wanted to clear up any confusion about how the tool works. Let me know if I made sense![]()
Message Edited by SandLizard on 08-31-2005 09:32 PM
You made perfect sense and i believe the way you explained IS the way it's working now.
I just assumed it was using the raw stats since it simply had "OQ50% and SR50%".
I'll go through the table again to see if I can catch anything new.
I rest my case.
Wow... truly awesome!! Thanks for putting it together and thanks to those who contributed. It really is a huge time saver!
One possible addtion... I would provide the info myself but I am at work att and do have the info in front of me.
Could you add the RIS appearance info and the RIS segment info?
One question. Will this script ever include historical data from SWG Craft? Also, I was just curious to know what date this script first started for armorsmith resources.
Prodimysterio wrote:
Thank you for this. It is indeed a very useful and time-saving tool for everyone to have.
One question. Will this script ever include historical data from SWG Craft? Also, I was just curious to know what date this script first started for armorsmith resources.
It doesn't really matter when it started, as it only uses current resources as listed by SWGCraft. I will be looking into historical resources, to see if I can retreive that information (if possible, hopefully it is and wouldn't require any massive code change).
I mostly wrote this tool to help point me to what's best in shift at the moment, especially because as a shipwright, we go through massive amounts of resources and to keep crafting without buying any resources, you need a mining farm on the move
More than anything, I was just curious how many days and or weeks old the data that is currently listed in your script is, that's all. Hopefully you can add the historical data at some point. If so, I think it would push your creation here into the uber stratosphere.
Prodimysterio wrote:
Prodimysterio wrote:
More than anything, I was just curious how many days and or weeks old the data that is currently listed in your script is, that's all. Hopefully you can add the historical data at some point. If so, I think it would push your creation here into the uber stratosphere.
Well, I do have the time from when SWGCraft posted the resource -- but I currently only list it for the resource found to be 'best'. Under the 'best' resource line, you'll see something like this:
Found on: Dantooine(12d 8h)athomir(12d 2h):Endor(12d 3h):Lok(12d 8h):Rori(12d 9h)
That basically lists the planets the resource is found on, and the days and hours it's been since that resource has been listed on SWGCraft. I could do that for all resources when you do a 'show all', but that just makes the current (loooong) page longer, and takes longer to generate as it will increase the size....oh, probably 33%larger (think one line for each resource listed...oof).
Maybe I should implement a 'top 10' feature, as some schematics call for pretty generic stuff, like 'metal' -- and that's a long list of resources (or even 'mineral' heh). A top 10 might be nice to see if you can't find a good spot for #1 and #2 is close behind, you can just place on that....hrm....I'll think about it.
As for historical data, if I have some time tomorrow to delve into it, I will.
Keeper32 wrote:Thanks for the credit. And congratulations on actually spelling my last name correctly. That's got to be a first for people lol.Who knew those 3 hours of work would actually pay off for more than just SWGCraftThe Heat and Energy layers are apparently reversed. Energy layers use Plexite gemstone and alantium ore, while heat uses Frasium ore and Kerol-Fire gemstone. Odd that two sites reverse them when the file I made wrote it correctly?While I'm at it. Armor:Condition:KashyykianCeremonial lists that resource quality doesn't matter, this is incorrect. It follows the same experimentation that all appearances do.Deflectors:MKIII:SpecialProtection is glitched. Doesn't show any resources, but shows the min/max experiment percentages.Oops. Armor upgrade kits don't exist anymore. Might want to scrap it from the list.Message Edited by Keeper32 on 09-01-200507:38 AM
All fixed, thanks for your help.
CGGuns wrote:
One possible addtion... I would provide the info myself but I am at work att and do have the info in front of me.Could you add the RIS appearance info and the RIS segment info?
I can easily add it, but I need the resources required, and the experimental qualities. Post 'em if you got 'em
Prodimysterio wrote:
Thank you for this. It is indeed a very useful and time-saving tool for everyone to have.
One question. Will this script ever include historical data from SWG Craft? Also, I was just curious to know what date this script first started for armorsmith resources.
It doesn't really matter when it started, as it only uses current resources as listed by SWGCraft. I will be looking into historical resources, to see if I can retreive that information (if possible, hopefully it is and wouldn't require any massive code change).
I mostly wrote this tool to help point me to what's best in shift at the moment, especially because as a shipwright, we go through massive amounts of resources and to keep crafting without buying any resources, you need a mining farm on the move