Armorsmith Archive
Thread: Question on starting experimental % on armor
Copy paste trick from a diff post of mine :
The initial and maximum Experimental Percentage (EP) depend on the resource stats, resource amounts and the applicable stat percentages for the item youre making.
These values make up the Weighted Resource Value (WRV) and determine the initial and maximum EP this way :
Initial EP = 0.00000015 x WRV^2 + 0.00015 x WRV
Maximum EP = 0.001 x WRV
Example:
50 x Resource A with CD=500 and OQ=800
20 x Resource B with OQ=700 (No CD on this resource)
30 x Resource C with CD=700 and OQ=600
For the item stat: 40%CD / 60%OQ
The CD contribution to the WRV is:
0.40 x [(50x500) + (30x700)] / [(50+30)] = 230 (NOTE : Resource B doesn’t contribute because it has no CD)
The OQ contribution to the WRV is:
0.60 x [(50x800) + (20x700) + (30x600)] / [(50+20+30)] = 432
WRV = 230 + 432 = 662
Initial EP = 0.00000015 x 662^2 + 0.00015 x 662 = 16.50366% (SWG will display 16%)
Maximum EP = 0.001 x 662 = 66.20000%
In short : the maximum initial experimental percentage is 30%