Artisan Archive

Thread: Need help with resource stats

TunaShark
Tue Oct 14, 2003 5:35 pm
#1

Could someone tell me what the resource stats mean like maliability and heat resistance and toughness?




Onrik Diran


Novice scout and artisan Apprentice gunfighter


"Suppose they have a Pointed Stick?"


Monty python-




Carin Farr

Human

Master Swordsman
Master medic
Doctor 4/4/4/1
Brawler 2/0/4/0

Chilastra

"Suppose they have a pointed stick"
-Monty Python
Direpath
Wed Oct 15, 2003 1:46 am
#2

Yes. The information you are seeking is located right below the list of components/resources needed to build the item in the schematic.


You will find a trend in certain item types (meds, weapons, armor) that leans towards certain traits.


Not all traits appear on all resources. Meats have potential energy, hides do not, for example...


This is a valuable tool if you with to craft quality items, as opposed to pumping out generic T21's and selling them for 40k like some idiots on Sunrunner...hehehe




Ezrat Sraona..............Vaegam Oodari
GraySeven
Wed Oct 15, 2003 12:26 pm
#3

Sure.


The different stats are used by different craftables to affect....dang, this is harder than I thought...


Okay, when you choose which item to craft and go to the screen where you put the resources into the schematic, in the lower right corner of the crafting interface is a window that will have different headers such as Experimental Effectiveness or Experimental Resistances or other such things, with one or more resource stats listed, each with a different percentage number next to it. For example, you might see:


Gungan Armored Codpiece


Experimental Kick Resistance


Overall Quality 50%


Shock Resistance 25%


Unit Toughness 25%


What that means is that the mysterious formula that decides how good your crafting is based on the resources involved will use 50% of the OQ and 25% of the SR and UT of whatever resource is used in the items creation to decide that particular part of the crafting process. So, for this application, you are going to want a resource that has high numbers in those 3 stats. Obviously, the more stats that are high, the better the resource is. I have a Doonium Iron that spawned really early with all but one stat above 800, and the other stat is above 500, and I love that iron.


For Scouts who are trying to sell organic resources to Armorsmiths, Overall Quality and Shock Resistance are the kings of the resource stats, as these affect the experimental resistances of the armor. I have no idea about any other crafting profession, so you would have to find out from them respectively.


Hoped that helped.






Vaylis Arturin, Mercenary Master Merchant, Master Armorsmith, Master Artisan, Novice Gunfighter, and I'm outta points....




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

TunaShark
Wed Oct 15, 2003 2:56 pm
#4

Really what i ment was what do the things do to what you are making?




Onrik Diran


Novice Scout and Artisan Apprentice gunfighter


"Suppose they have a Pointed Stick?"


Monty Python-





Carin Farr

Human

Master Swordsman
Master medic
Doctor 4/4/4/1
Brawler 2/0/4/0

Chilastra

"Suppose they have a pointed stick"
-Monty Python
sciguyCO
Wed Oct 15, 2003 5:03 pm
#5






TunaShark wrote:

Really what i ment was what do the things do to what you are making?




Let's see if these are the details you're looking for:


Let's say GraySeven's Gungan Armored Codpiece requires two resources:


Leather Straps: 10 Hide
Metallic Shield: 15 Iron


You have a stack of Leathery Hide with stats OQ: 600, SR: 400, UT:






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
sciguyCO
Wed Oct 15, 2003 5:20 pm
#6






TunaShark wrote:

Really what i ment was what do the things do to what you are making?





Let's see if these are the details you're looking for:


Let's say GraySeven's Gungan Armored Codpiece requires two resources:


Leather Straps: 10 Hide
Metallic Shield: 15 Iron


You have a stack of Leathery Hide with stats OQ: 600, SR: 400, UT: 800 and a stack of Iron OQ: 650, SR: 250, UT: 950.


The Kick resistence is calculated by adding up all the stats, weighted by the quantity of the resource and the experimental percentage. For each stat, multiply by the experimental percentage from the schematic, and by the quantity of that resource, dividing by the total number of resources in the item:


KR = 10/25 * ( 0.50 * 600 + 0.25 * 400 + 0.25 * 800 ) + 15/25 * ( 0.50 * 650 + 0.25 * 250 + 0.25 * 950 )


KR = 10/25 * ( 600 ) + 15/25 * ( 625 )


KR = 240 + 375 = 615.


The maximum Kick Resistence percentage (what you actually experiment on) is going to be one-tenth of that result, or 61% (I'm not sure how it rounds). This will show up as 7 blue boxes next to "Experimental Kick Resistence", with a bar graph below it showing a more finely grained maximum. Each small box in the bar graph equals two percentage points, so there will be one small box just under the 7th large box. The initial Kick Resistence is going to be a fraction of that based on the success type you get on initial craft (good, moderate, great, amazing) and possibly your assembly skill. Let's say it comes out at 25%, which will fill up 2 of the 7 boxes yellow (with half the small boxes underneath filled yellow). Now you can use experimentation to add to that, and I believe that better stats on the base resources give you better experimentation results. But you won't be able to experiment above the maximum of 61%.


Now, some schematics I've seen list resource stats that aren't included on all the resource types in the recipe. For example, a crafting tool needs Metal, Mineral, and Chemical, with the "Experimental Effectiveness" based on conductivity. Since chemicals don't have Conductivity, I've seen mixed opinions on what happens. One theory is that for the chemical resource, a value of zero is used for the calculation. Another is that the chemical is ignored completely. When some 998 Conductivity copper spawned on my server, there were a lot of 99% crafting tools being made. This makes me lean towards the "no effect" theory, since the chemical resources make up 15-20% of the total resources needed.


Now, as far as I know, there isn't a schematic that uses the "Malleability" resource stat. One theory I've heard that makes some sense is that higher malleability means that you fail less often (or getter better results), because the material is easier to work with. Heat Resistence and Toughness are commonly required for armor resources.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
BiancaMinola
Wed Oct 15, 2003 5:26 pm
#7







Now, as far as I know, there isn't a schematic that uses the "Malleability" resource stat. One theory I've heard that makes some sense is that higher malleability means that you fail less often (or getter better results), because the material is easier to work with.







This is a very interesting theory, and merits some experimentation. I'll see if I canget you some 'official' word on this theory.


Bianca Minola

warpish
Fri Oct 17, 2003 6:57 pm
#8

Encumberance penalties are reduced by Malleability and Overall Quality.
Page 1 of 1
Previous Next