Artisan Archive
Thread: Question on resource stats.
Go to www.swgcraft.com and hit the skilltree link and it will show you this information as well
EdgeShaker wrote:
Is there a clear explaination on this somewhere?
Depends on how well you can follow math. ![]()
The crafting system in SWG is pretty involved, feel free to stop when I get to the point where you're sufficiently answered, I tend to ramble. ![]()
First off, the stats of multiple resources are "averaged", but it's weighted both by the stat percentages in the schematic and the number of units of a particular resource. The average weighting determines the maximum experimental percentage you can reach before a category "caps out".
Single stat items:
Let's start with an easy one: crafting tools depend only on the conductivity of the materials. No other resource stats matter, you could have 1000 OQ resources, but if the conductivity was low, the tool would end up with crappy rating. It requires 16 metal, 8 mineral, and 10chemical. There are no chemicals with the conductivity stat, so that resource is basically ignored when calculating the quality.
Say you use 1000 CD copper for the metal slot, and 1 CD iron in the mineral slot. If it was just a straight average, you'd only be able to experiment to 50% effectiveness. However, since there are twice as many units of copper, the 1000 CD copper contributes more:
Conductivity1 * (Quantity1 / totalQuantity) + Conductivity2 * (Quantity2 / totalQuantity).
1000 * 16 / 24 + 1 * 8 / 24 = 667
So with those resources you'd be able to experiment the effectiveness up to 66 or 67% (I can't remember offhand how the rounding is handled).
Putting the 1 CD iron into the metal slot and the 1000 CD copper into the mineral slot would give you this:
1 * 16 / 24 + 1000 * 8 / 24 = 334
So using the same resources, but in different amounts, gives you different results. Of course, with crafting tools you'd just use the 1000 CD copper in both slots, but some schematics have specific resource requirements that doesn't always make this possible.
Note that for the "totalQuantity" we used 24, not the 34 units that are actually used to make the item (8 + 16 + 10). Again, that's because chemicals do not contribute anything towards conductivity, so we only count the total number of units that actually have the conductivity stat. This way, the chemical's lack of conductivity doesn't drag down the average, so any quality chem can be used.
Multi-stat items:
Now for something a bit more complicated: items that depend on multiple stats. The quality ofa CDEF pistol depends on bothConductivity and Overall Quality for all of it's stats. In the draft schematic, it shows the contribution of each of the stats, in this case it's 50% CD and 50% OQ.
To determine the "total quality" based on the resource stats, you use the same weighting formula from above for each contributing stat, then multiply each "weighted stat" by the schematic percentage and add them all together. A CDEF pistol uses 12 metal, 3 metal, and 6 chemical. Let's say the 1000 CD copper has 500 OQ, and the 1 CD iron has 750 OQ, and the chemical you use has 1000 OQ. We'll use the copper in the first slot, and the iron in the second.
Weighted CD = 1000 * 12 / 15 + 1 * 3 / 15 = 800.2
Weighted OQ = 500 * 12 /21 + 750 * 3 / 21 + 1000 * 6 / 21 = 678.6
Total qualtiy = 50% * 800.2 + 50% * 678.6 = 739.4
Again, we ignore the chemical for the conductivity calculation, but we do include it for the OQ calculation (since every resource has that stat).
So with those resources, you'd be able to experiment a single category on the CDEF pistol up to 73 or 74%. In this case, every category depends on the same stats, so this would be the max on all four categories (damage, durability, efficiency, range). That's not always true, so sometimes you can have resources that are good for one category, but not another.
Bikes are 4:1 ratio of ferrous:non-ferrous with SR being the only defining statistic. Doing the math, you end up with a cap of 97.98%. The number in the experimentation window is always rounded down, so it will show 97% when maxed out, but the hit points of the vehicle are determined from the actual percentage of 97.98. In this case, the HP of the vehicle would be initially calculated at 2469.7 HP ((1500*.9798)+1000), which would then get rounded down (always down) to 2469 HP, thus making the effective experimentation of the vehicle 97.93% (1469/1500).
Maybe you can translate that into a bit clearer explaination
Edit: Not that it is relevant, but the stats in the above example would be 1000SR Ferrous and 899SR Non-Ferrous. I had planned on putting that in there, but spaced it off.
Message Edited by SkunkDuster on 12-30-2004 02:55 AM