Armorsmith Archive
Thread: A couple general crafting questions...
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MrDoggs
Mon Jul 05, 2004 6:13 am
#1
Ok, I have been told I am confused on how the stats of resources are used in crafting. If someoneknows where information on what I am asking can be found, let me know.
I'll use some examples to show my questions.
1. An item uses 4 units of metal, and4 units of steel. The product stats use 50% con, and 50% OQ.
Which would result in a better product? using 4 units of copper with a con of 1000, and OQ of 100, and a steel with a con of 100, and OQ 1000. OR steel with a con of 700, and oq 700 for both?
2. (this is a dumb question) if a stat is used for the product, and the resource does not have that stat, is a 0 used in the equation for that resource?
For question 1, I would assume that the 700 steel would be the better choice, based on numerical value being 700 for 50/50, as opposed to the 550 50/50 from the copper/steel. If I understand the concept correctly. I was told in the game, that this was wrong. I thought I better ask, just in case. I do so little crafting right now, so it's hard to tell if I am missing something.
MrDoggss
DarthBallz25
Mon Jul 05, 2004 7:06 am
#2
The only stats i ever worry about on the resources are the malleability, OQ, and SR. Its my understanding that the OQ is more important than the rest because it accounts for 50% of the stats on anything u make. SR is the second most important, followed closely by malleability. At least this is what i have been told. As to ur second question, i don't know how that works. Hopefully someone else will post and back up what i have said and hopefully be able to answer ur second question.
Irato
Novice Armorsmith 4/3/2/4
Novice Tailor
Novice Rifleman
Andymantium
Mon Jul 05, 2004 7:20 am
#3
Most of the time it's split 50/50 between OQ and SR, so they're both equally important. Malleability is in a separate category, but still important.
DarthBallz25 wrote:
The only stats i ever worry about on the resources are the malleability, OQ, and SR. Its my understanding that the OQ is more important than the rest because it accounts for 50% of the stats on anything u make. SR is the second most important, followed closely by malleability. At least this is what i have been told. As to ur second question, i don't know how that works. Hopefully someone else will post and back up what i have said and hopefully be able to answer ur second question.
MrDoggs
Mon Jul 05, 2004 9:37 am
#4
The question is more of how the numbers affect the resulting product stats. Does the crafting process use all of the availible stats from the resources, or does it use only the highest number of each stat in it's calculation?
Look at it this way..... if I use steel with oq of 100 andfiberplast with an oq of 1000 in something that uses 50% oq for durability, would that be better than using steel with 600 oq, and fiberplast with 600 oq?
Andymantium
Mon Jul 05, 2004 9:56 am
#5
MrDoggs wrote:
Look at it this way..... if I use steel with oq of 100 andfiberplast with an oq of 1000 in something that uses 50% oq for durability, would that be better than using steel with 600 oq, and fiberplast with 600 oq?
So, for 50% OQ...
Steel: OQ 100
Fiberplast: OQ 1000
vs.
Steel: OQ 600
Fiberplast: OQ 600
Therefore, weighted averages are...
0.5(100) + 0.5(1000) = 550
0.5(600) + 0.5(600) = 600
Is that what you mean?
royalewitcheez
Mon Jul 05, 2004 9:57 am
#6
No you'd be better off w/ the 600/600 setup.
Easiest way to do it is to add OQ+SR. Closer you are to 2000, the better off you are w/ that resource. Something w/ 600/600 is better than something w/ 1000/100.
Easiest way to do it is to add OQ+SR. Closer you are to 2000, the better off you are w/ that resource. Something w/ 600/600 is better than something w/ 1000/100.
royalewitcheez
Mon Jul 05, 2004 9:59 am
#7
I look at it as...
(1000 + 100) / 2 = 550
That's a little simpler formula to get the same result.
(1000 + 100) / 2 = 550
That's a little simpler formula to get the same result.
Maudlin
Mon Jul 05, 2004 10:27 am
#8
I think, if I read your question correctly, the 600 OQ resources would be better.
With the 50/50 split, add the OQ+SR together... A 1000 OQ/100 SR resource is equal to using a 550 OQ/550 SR resource for that particular stat. Then, since you're using two resources, average the OQ+SR for both materials.
At least, that's how I believe it works - please correct me if I'm wrong.
With the 50/50 split, add the OQ+SR together... A 1000 OQ/100 SR resource is equal to using a 550 OQ/550 SR resource for that particular stat. Then, since you're using two resources, average the OQ+SR for both materials.
At least, that's how I believe it works - please correct me if I'm wrong.
Andymantium
Mon Jul 05, 2004 10:31 am
#9
Hehe yeah, I presented mine in a more visual format, so it's easier to see right away..
royalewitcheez wrote:
I look at it as...
(1000 + 100) / 2 = 550
That's a little simpler formula to get the same result.
I've said the exact same as you did in your post to some former guildies and friends, and they were like .. "huh?"
MrDoggs
Mon Jul 05, 2004 1:17 pm
#10
Yup! thats what I was looking for, becausesomeone told me to use a resource with a high stat and one with a low one,over the 2 with the higher average. It didn't sound right, but I thought I better ask. Thanks much!
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