Armorsmith Archive

Thread: What's Wrong With Phrik

-VtS-Maddix
Sat Apr 30, 2005 8:45 am
#40

Maybe I just don't understand properly, but aren't the resources with the highests stats still the best in all cases?



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Garnax
Sat Apr 30, 2005 8:56 am
#41






-VtS-Maddix wrote:
Maybe I just don't understand properly, but aren't the resources with the highests stats still the best in all cases?



Yes, but the calculation for which is highest isn't as simple any more. A named steel 800OQ 900SR might be much better than one 900OQ 800SR.




Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
freedomwarrior
Sat Apr 30, 2005 9:06 am
#42






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.








Ok, an answer from the high and mighty. But he forgets one thing, these gates dont make the game more fun, but more frustrating. The casual player is not gonna want to have to contend with trying to figure out the mathmatics of whether a resources is now good or not based upon the gates. Most of the crafters were content to look at the stats to determine is this good or not, but thanks to gates its now going to be more difficult. He11 if I wanted this much work, I could put down for OT at my regular job. GEEZ, what a mess.



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Roscannon
Sat Apr 30, 2005 9:38 am
#43






Blixtev wrote:



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.





Thanks for the info, but isn't this method just a different way to say that there are no effective gates on resources anymore?


Taking your Iron example, in the old system the Cond of the Iron is rated at 99/1000. In the new it's rated as 99/150 or, if the resource gates were raised to 1000, 660/1000. Would it not be better just to remove the gates on the stats of the resources now that you've eliminated them in the crafting equations themselves?

It's just a suggestion, but if the max SR value on Crism Siliclastic Ore is 330, but is treated in the crafting process as 1000, why not just raise the max SRvalue on the Crism to 1000?



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Sharkboy
Sat Apr 30, 2005 11:02 am
#44

Personally I like this system.....


Especially for the example w/the iron and conductivity. Items stats have always been limited because of the stat caps. Even with the best spawn that could ever spawn, certain items could never be experimented on into the 90%'s. Now this will raise the bar on the experimentation levels. Before, you could use the best resourcees that could ever spawnon the server and have the best item, even though it could only be experimented into the 70%'s. Now with the best resouce spawn, you'll be able to experiment that same item into the 90%'s though it may or may not take a different resource, but weren't crafters always looking fortbe best resourcesanyway...that will continue, once you figure out what to look for.


Loki_Ashaman
Sat Apr 30, 2005 11:13 am
#45






Blixtev wrote:






Cianhydle wrote:

Why even have resources gated? Seems like a bunch of extra steps. Make everything 1-1000. Much simpler.


Andthe crafting screen definately needs an update.






Was always a flavor issue, one would expect copper to have a higher conductivity than iron or steel. You would also expect steel to be stronger than copper.


It also is a probabilty issue on the named resources, the odds of the named shifting in and also shifting in with high stats would be slim if it was 1-1000. We skew things to help this out. The skew was just never acccounted before by the crafting system.


I will ask Flazm to look at the crafting screen bars when he gets a free minute.

Message Edited by Blixtev on 04-29-2005 09:36 PM




Blixtev, would it be possible to have the ranges listed on the resources now? It would make things alot easier, for instance with this change a 600 CD Duralloy steel is better then a 950 CD Crystallized Bicorbantium Steel... obsoletes a large pile of my SW resources for my SW components




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_Monroe_
Sat Apr 30, 2005 11:15 am
#46






Loki_Ashaman wrote:

Blixtev, would it be possible to have the ranges listed on the resources now? It would make things alot easier, for instance with this change a 600 CD Duralloy steel is better then a 950 CD Crystallized Bicorbantium Steel... obsoletes a large pile of my SW resources for my SW components




I don't think so since you can't use duralloy steel in a dicorbantium steel slot nor visa vera. The gating applies when a specific resources is called.




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Brutus_Krylop
Sat Apr 30, 2005 11:39 am
#47






Blixtev wrote:


Was always a flavor issue, one would expect copper to have a higher conductivity than iron or steel. You would also expect steel to be stronger than copper.




Resource "flavor" got thrown out the window the day you allowed STEEL to be MINED from the ground.




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IdrisTycho
Sat Apr 30, 2005 1:38 pm
#48






Roscannon wrote:


Thanks for the info, but isn't this method just a different way to say that there are no effective gates on resources anymore?


Taking your Iron example, in the old system the Cond of the Iron is rated at 99/1000. In the new it's rated as 99/150 or, if the resource gates were raised to 1000, 660/1000. Would it not be better just to remove the gates on the stats of the resources now that you've eliminated them in the crafting equations themselves?

It's just a suggestion, but if the max SR value on Crism Siliclastic Ore is 330, but is treated in the crafting process as 1000, why not just raise the max SRvalue on the Crism to 1000?




YES THIS IS EXACTLY RIGHT.


The resouce gates are now pointless. Allowing a resource that is only 150 to count as if it was 1000 is no different than removing all gates on resources. With the newsystem, iron with Conductivity 150 is a better conductor than copper with a conductivity of 999.


You need to rethink this Blixtev, with this change there is no reason at all to have resource caps.


Either bring back the old system, or remove the gates on resources. I am for the latter since it makes resources even easier to understand than they are today.
Garnax
Sat Apr 30, 2005 1:43 pm
#49

Resource gates still play a significant role in generic slots. It is only in named resource slots that things are changing, and there you can only put one named resource.


Really all that is changing is which of a certain named resource is best for that specific named resource slot. Resources in general stay the same.


This is still a big change though for everyone that has schematics with named resources in them, but it only makes another type of the same named resource better or worse compared to other of the same named resource.



Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
Ragnaat
Sat Apr 30, 2005 1:44 pm
#50

The difference is that one way most of your old resources are worthless, and the other way ALL of them are.

Even if youo slide the scale around and stretch the #s out, then cases like the polysteels I mentioned become weak in generic slots as well as named slots.

Either way its pretty ugly and I much , much, MUCH prefer the old system.



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WittyNewt
Sat Apr 30, 2005 1:47 pm
#51






DeQuosaek wrote:






_Monroe_ wrote:


Wouldn't an easier fixhave been to remove the resource gates so that iron could have good cond?




No, because realistically iron is not a good conductor.







Sorry to quote you DeQuosaek but the highlighted word had me in in stitches


While I completely agree with your sentiments here and wish there were more real world parallels as it makes the world easier to understand for new players, uncapped JTL resources pretty much buried your realism theory with regard to resource stats. I have JTL steel with a CD of 1000 . In addition, in the post CU world with all of its artifical level system and restricted armor certs etc etc etcI think the final links to any sort of reality in SWG have gone.





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Thula
Sat Apr 30, 2005 1:52 pm
#52


Most of the questions are regarding when the weighting applies and how to weight. I am not in a position to do any testing myself but from earlier posts (Xanrag and others) it seems like the following principles applies:


1. The slot requires a named resource (e.g. Kammris Iron)


You will have to look up the gated stat for that particular resource. This can be found on SWGCraft, extract is posted earlier in this thread.


2. The slot requires a generic resource (Steel, Copper etc)


The gated stats are as follows (taken from Lunariels post on SWGCraft).


SR - Shock Resistance

Old Copper: 300 - 800 *
Old Aluminium: 300 - 900 *
Old Steel: 500 - 1000 *
Iron: 400 - 1000 *

Old Siliclastic Ore: 1 - 600 *
Carbonate Ore: 1 - 700 *
Extrusive Ore: 400 - 1000 *
Intrusive Ore: 500 - 1000 *

Armopohous Gemstone: 1 - 1000 *
Crystalline Gemstone: 300 - 1000 *

Conifer Wood: 1 - 400
Evergreen Wood: 1 - 400
Decidious Wood: 300 - 700
Animal Bones: 400 - 1000
Avian Bones: 100 - 500


The SR cap on Hides, Fiberplast and Polymers is 1000.


The big question is whether the JTL stats are included for, in which case SR cap is 1000 for Aluminium, Copper and Siliclastic Ore. Can someone please confirm this?


(bad conclusion removed)


There will definetaly be more calculations involved...

Message Edited by Thula on 04-30-2005 02:03 PM



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