Armorsmith Archive

Thread: What's Wrong With Phrik

Hurlobacca
Sat Apr 30, 2005 3:01 pm
#53






Sharkboy wrote:

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.Wrong, wrong, wrong, wrong! Items stats are limited not by the stats caps but by what the devs want you to be able to build. If you think "gee, if that Iron just had conductivity of 1000 I'd be able to build much better armor or weapons" you're mistaken. They'd simply adjust the equation.



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.


Arrgggh. You just don't understand how it works do you? Let's say you have an Iron in your schem that is the maxfor its stats, let's say 150 cond/1000 OQ, but it"holds you back" to 70% experimentation, but results in a weapon that does 500 max damage. Under this new system, you'll get to 99% experimentation for that resource, but you'll still only get the same 500 max damage because that's predetermined by the programming. In the old system or new the best weapon/armor you can build is limited by what they want you to be able to build.


Ask yourself this, if the coding was done months ago, why was it unveiled now? Because if it had been unveiled before with a system we are all familiar with, we would have caught on immediately that this system did not improve our results, it only switched the important resources around so that established crafters would lose the advantage gained by diligently collecting resources over many months.









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Garnax
Sat Apr 30, 2005 3:19 pm
#54






Thula wrote:


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?




They must be in my opinion, or the equation wouldn't work. It isn't too easy to experiment with armor resources since it isn't usually just one resource, this could be tested by making say CDEF pistols or something that just uses generic copper.




Xanrag Quaashie - Retired Master Armorsmith
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Starcloud
Sat Apr 30, 2005 3:23 pm
#55

The fundamental implication of this change is that resources with small minimum - maximumranges on important statistics are far more valuable than resources with broad minimum - maximum ranges.



This makes the actual value only marginally relevant: rather, the "effective percentage" is the important method of evaluating how good a resource is, and this information is not available to the players in the game. Such a fundamental change should have been announced with the CU publish notes. Further, it changes the way resource harvesters and hunters operate: Plumbum Iron is going to be much more in demand now, for instance, since each 'point' of CD on Plumbum is more valuable percentage wise than most other resources in the same class.


Garnax
Sat Apr 30, 2005 4:02 pm
#56






Hurlobacca wrote:



Ask yourself this, if the coding was done months ago, why was it unveiled now? Because if it had been unveiled before with a system we are all familiar with, we would have caught on immediately that this system did not improve our results, it only switched the important resources around so that established crafters would lose the advantage gained by diligently collecting resources over many months.




I think you're on to something, but not that we wouldn't have noticed anything but the opposite. We would have been able to make much better weapons. Hence they waited until now so they could adjust the max cap at the same time, so that we wouldn't make too good stuff.




Xanrag Quaashie - Retired Master Armorsmith
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Garnax
Sat Apr 30, 2005 6:17 pm
#57


I can now confirm that Generic Crystalline Gemstone in Advanced Recon Cores use something other than 1-1000 as a gate, so it seems that the generic resources use the gating of the complete set of that particular resource; in this case 300-1000.


My Vertex Gemstones OQ849 SR968 is better than my Laboi Gemstones OQ921 SR898.


Now I have to figure out how the other generics are gated, then recalculate the best of each kind... .again.


Edit: Can also confirm Extrusive Ore.. the question is the resources with JTLS resources.

Message Edited by Garnax on 05-01-2005 03:55 AM



Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
Hurlobacca
Sat Apr 30, 2005 9:44 pm
#58






Garnax wrote:








I think you're on to something, but not that we wouldn't have noticed anything but the opposite. We would have been able to make much better weapons. Hence they waited until now so they could adjust the max cap at the same time, so that we wouldn't make too good stuff.







That's not necessarily the case. Let's look at Polonium Iron as an example (used in T21's). Based on the information we have available, Cond seems to be gated between 45-144 for this resource (actual gate may be slightly different but this is based on over 1000 Polonium spawns on the various servers, so it's pretty close).


On Wanderhome, our best spawn under the previous formula was 107 Cond/973 OQ. That gave the resource a 540 rating (107+973/2=540) out of a possible 572 (144+1000/2=572. If you wanted to express the value of that resource as a % of it's total potential, you could say that 107+973=94% of 1144 (144 cond + 1000 OQ). It's irrelevant whether you identified the quality of the resource as a number like 540 or a %, the relationship of the resource to it's max potential is the same either way.


Under the present equation, this resource loses it's value as the values assigned to it based on it's potential are no longer determined in aggregate, but seperately for each pertinent stat. Now it's 107=63% of 144 and 973=97% of 973. The two percentages are then added and divided by two so 63+97=160/2 giving it a value of 80%.


Our previous eighth best Polonium is 143 Cond/832 OQ. Previously that was rated at 487, and if you wanted to express that as a % of its total potential you could say that 143+832=85% of 1141. Under the new equation it's value would be expressed as 143=99% of 144 and 832=83% of 832. Add them together and divide by two and you have 99+83/2=91%.


The only thing that's happened here is that one previous best resource has been replaced with another, and in this particular case it's not actually as good as the one that was replaced due to the change in formula. Forget the fact that the bars now go higher on the crafting tool or that the values are being expressed in such a way as to convince the casual observer that you are making more powerful weapons now. It's impossible to compare the old vs new crafting system to determine whether you can make better weapons now than before, but if this system replaces a resource that was 94% of its potential with one that's only 91% of its potential, you simply can't convince me that this new equation is going to in any way help me to build better weapons.




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Sharkboy
Sat Apr 30, 2005 10:55 pm
#59

The new system will not allow you to make "better" weapons....just make the equations = the experimentation you put into them.


I agree that the dev's set the max stat on a weapon or armor that they want....now as long as you have to experiment into the 90%'s to achieve that max stat, I believe everything is working properly. You should not achieve the max stat by only experimenting 70% or so.


And the only way to experiment into the 90%'s should be touse the best resources.


-VtS-Maddix
Sun May 01, 2005 12:22 am
#60



Garnax wrote:


-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.




Thanks. Having thought about it a bit more I see that in MOST cases the above is still true, but if, for example, I have an OQ 900 and an SR 800 resource where the SR 'cap' is between 700-900 it would actually be worse than a resources with OQ 900 and SR 700 when the SR 'cap' is between 1-1000, right?



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Garnax
Sun May 01, 2005 12:24 am
#61






Loki_Ashaman wrote:

[...] 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




Not really, for generic slots the one with the best general stats is still best. The new weighing is only when something requirers a named resource.




Xanrag Quaashie - Retired Master Armorsmith
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March 2004 s November 2005
Garnax
Sun May 01, 2005 12:27 am
#62






-VtS-Maddix wrote:


[...], for example, I have an OQ 900 and an SR 800 resource where the SR 'cap' is between 700-900 it would actually be worse than a resources with OQ 900 and SR 700 when the SR 'cap' is between 1-1000, right?





Yes. The first metal would be equivalent to 500SRin the old system(midway between 700 and 900) and the second would be 700SR.



Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
DeQuosaek
Sun May 01, 2005 12:40 am
#63






_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.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Kilun
Sun May 01, 2005 1:32 am
#64

Ok, so the best resources for anything will now be recycler made items? Since the cap on all of that is 200 across the board? Unless I'm not reading something right, anyone want to give this a shot?



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WittyNewt
Sun May 01, 2005 1:50 am
#65


I have 3 main gripes with the new system and one obversation, however, I am not dead against it, I do like the idea that a few points on theSR of one of the new ores used in layers can make a new difference to my result but I also know that it actually won't let me make anything realy better but just give me the satisfaction of seeing an experimentation percentage in the 80'sand 90's now.


These are my gripes


1. No warning or messages in release notes that this was coming. This is such a fundamental change like this really should be published. They knew about this back in October, yet another unpublished change.


2. The devs have done a normalisation. Great, however, this has pitfalls. Anything with low caps really does well with this system, but of course anything with high caps can really lose in this system. Just work out how significant an SR point is with kammris iron or Bal gemstone Overall, since most crafters schematics use a mix of low and high cap resources the outcome will balance.


3. I can no longer quickly evaluate whether a particular resource is better or worse than what I already have. I quite often refer to the resource caps but now I have to do this all the time as I scan down swgcraft or evaluate a sample of mined resource. For those miners out there their problem is worse. Also, we are being asked to evalute fitness for use based on unpublished stat cap data. We only have observed data to reply on, the actual caps will lie either side of this. Blitxev said he wanted to make crafting easier to understand for new player, well this is one change that goes in the reverse direction.


My observation


The reason the old formula still exists in the schematic window is that the devs do not know what to actually replace it with that would actually make sense for every schematic slot Obviously for something like an adv core they would have to have different formulae for most slots if they wanted to do it properly. Ah of course, the idea of the devs doing something properly is obviously out of the scope of this game


I will of course, adjust, survive and thrive under the new system, in spite of these changes




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