Armorsmith Archive
Thread: Dissertation: Gated Resources
Nester_of_Yavin4 wrote:
Solid Petro Fuel and Intrusive ore are the most important minerals in Composite armor... they have NO gate, and account for exactly 50% of the effectiveness value in the final assembly of composite armor.
Nester_of_Yavin4 wrote:In summary:
Solid Petro Fuel and Intrusive ore are the most important minerals in Composite armor... they have NO gate, and account for exactly 50% of the effectiveness value in the final assembly of composite armor.
you are mistaken.
Solid petrochem doesnt have any shock resistance (no malleability and unit toughness either, so the following will apply to all experimentation categories), therefore it will only influence the weighted average overall quality which will then contribute to the maximum experimentation (at 50% - like the schematic says)
Just take a short look at the composite breastplate, it takes 400 resource units (that all have overall quality as one of their attributes) - 100 of these 400 units consist of solid petrochem, therefore the weight of solid petrochem overall quality is 100 / 400 = 1/4.
so solid petrochem will only contribute to the maximum experimentation with 1/8 of its overall quality - because the experimentation is just 50% overall quality.
However since it doesnt have any shock resistance, it will be totally dropped from the calculation of the weighted average shock resistance - effectively raising the importance of shock resistance of all remaining ingredients. (this is also true for all other crafting recipes that require ingredients with "missing" stats - but only if at least one ingredient has that stat)
the intrusive ore will contribute 1/8 of its overall quality to the maximum experimentation, just like the solid petro (since the schematic requires 100 units, too), but when calculating the weight of the shock resistance we see that only 300 units of the composite breastplate have shock resistance, so the weight of intrusive ore shock resistance is 100 / 300 = 1/3.
so the 1/6 of shock resistance of the intrusive ore will contribute to the maximum experimentation (once again, the experimentation is 50% shock resistance)
in summary:
intrusive ore and solid petrochem constitute 1/8 + 1/8 + 1/6 = 5/12 ~= 41,7% to the maximum experimentation.
important side note:
just because solid petrochem is missing shock resistance, shock resistance on the remaining resources is slightly more importatant than overall quality when considering a single experimenation category (but remember that overall quality also contributes to the other experimentation categories)
This pretty much answers my question. Taking the 482 SR/891 OQ out of a 750 max makes sense, because it seems the SR is capped at 500 or so.
Nester_of_Yavin4 wrote:
Uhh... thats kind of apples to oranges, unless I am misunderstanding your question.
To get the resource "effectiveness rating" for your 440 SR copper, you would add the OQ and divide that by 2. Then use the result as a percentage of the "gated max" which if you look at the chart above seems to be 737.5 (but I can verify that I have a beyrillius copper with Shock Resistance 482, so I put the "gate" at 500 for SR or the "gated max at 1500/2 = 750 )
So for instance on Starsider, I have a beyrillius copper that is 482 SR and 891 OQ. (Add numbers)/2 you get 686.5Take that as a percentage of the 750 max, and that copper is 91.53% of the maximum for that resource.
Then you take another function (if your not snoozing by now) and "weight" how much beyrillius copper is figured in to your final assembly (it counts as 12.5% of a piece of composite) and you can judge which resources you can "cut corners with"
In summary:
Solid Petro Fuel and Intrusive ore are the most important minerals in Composite armor... they have NO gate, and account for exactly 50% of the effectiveness value in the final assembly of composite armor.
tometaophion wrote:
Do the devs even read these posts? This is all complete nonsense. I am not a crafter, but I am aware of the motive for these changes. Ultimately to make everyone proportionally weaker, except for the rich and elite, who 'deserve' to win. This game is filled with cheating, exploiting, pathetic cowards, and the existence of such players in the ranks of devdom frankly upset me. They have been aware of many things that they do nothing about, to attract players hoping to exploit. There is a large player base that would cheat if they could.
What does this have to do with talking about gated resources? Changes? These resources have always been gated.
Srednii wrote:
tometaophion wrote:
Do the devs even read these posts? This is all complete nonsense. I am not a crafter, but I am aware of the motive for these changes. Ultimately to make everyone proportionally weaker, except for the rich and elite, who 'deserve' to win. This game is filled with cheating, exploiting, pathetic cowards, and the existence of such players in the ranks of devdom frankly upset me. They have been aware of many things that they do nothing about, to attract players hoping to exploit. There is a large player base that would cheat if they could.
What does this have to do with talking about gated resources? Changes? These resources have always been gated.
Hmm I do not see what is the link between cheating and having good resources.
There are two kind of players that have good resources :
- Those that are very rich and can afford to pay high prices for old rare resources( and they started poor like most players, it took them a lot of work to get there...)
- Those that have been around for a long time and have been watching/collecting good resources as they spawn..
But last I checked when a resource is in shift everyone can harvest it and you do not have to use any exploit/cheat to do so.....
the only inorganics that cannot be categorized in classes are fiberplast, lubricating oil, polymer, water as well as all unknown subtypes (that means unknown ferrous metal and the like)
the following lists give the resource ranking - from high class to low class
Crystalline Gemstone:
Vertex
Laboi Mineral
Sormahil Fire Gem
Seafah Jewel
Kerol Fire-Gem
Green Diamond
Gallinorian Rainbow
Byrothsis
Amorphous Gemstone:
Bal'ta'ran Crystal
Vendusii Crystal
Stygium
Sedrellium
Ryll
Rudic
Plexite
Regvis
Baradium
Bospiridium
Siliclastic Ore:
Tertian
Robindun
Malab
Crism
Cortosis
Ardanium
Carbonate Ore:
Zinsiam
Varium
Ostrine
Lommite
Frasium
Chromite
Barthierium
Alantium
Extrusive Ore:
Vintrium
Quadrenium
Pholokite
Maranium
Lidium
Keschel
Kalonterium
Ilimium
Chronamite
Bene
Instrusive Ore:
Katrium
Ionite
Hollinium
Dylinium
Oridium
Derillium
Corintium
Chanlon
Berubium
Copper:
Polysteel
Platinite
Mythra
Kelsh
Diatium
Codoan
Beryllius
Thallium
Desh
Aluminium:
Phrik
Link-Steel
Duralumin
Chromium
Agrinium
Titanium
Steel:
Duralloy
Carbonite
Quadranium
Ditanium
Duranium
Neutronium
Thoranium
Cubirian
Kiirium
Rhodium
Iron:
Kammris
Doonium
Dolovite
Colat
Bronzium
Axidite
Polonium
Plumbum
Inert Gas:
Rethin
Obah
Mirth
Methanagen
Korfaise
Kaylon
Hurlothrombic
Dioxis
Culsion
Corthel
Bilal
Malium
Hydron-3
Reactive Gas: (note that this ranking might be a bit off since the range bands are quite large)
Tolium
Sig
Skevon
Orveth
Methane
Irolunn
Eleton
i did not list radioactives, solid and liquid petrochem because their ranking corresponds to their class number (ie class 7 better than class 6...)
as a final remark i would like to say that i am a bit disappointed that the developers chose this relatively simple class-system. it would have been more interesting if the ranking changed when considering different resource-attributes (something like Steel A is the best when considering SR, DR, and UT but Steel B is better when you want CD or MA and yet another Steel is better for the other attributes would have been nice)