Artisan Archive
Thread: PuP crafting bug
Combat Upgrade = balance.
To get the best of both world's you need to put half of all your points in each line. The more on the good you go the other bad stat gets inflated too. And vice versa. Try to get the bad stat to zero and you sacrifice some of the good stat.Even at 14 points I can't get the negative to zero yet. Nor do I really care to because if I get an amazing the negative stat is under 4% or lower so to me that is negligible. Balance it is my friend.
Such is the force. LOL
irzok wrote:
thats not my point.....my point is i can experiment to 9.58% and thats it... i can even put 5 points in 1 line and 5 in another...everyone and their mother is making 29+% pups when im not even ALLOWED to experiment past 4 points... I mean I cant even totally stack one side and say have a big reduction in action cost with a big acc penalty...the system wont let me.
You need a mineral and chemical with more balance. You can't use OQ and DR in both and expect great results. What is the CD in the mineral?
A high OQ/DR/CD combo will help bring the averages of each line up. Remember that since your chemical won't have CD in it all the benefit is coming from the mineral.
irzok wrote:
thats not my point.....my point is i can experiment to 9.58% and thats it... i can even put 5 points in 1 line and 5 in another...everyone and their mother is making 29+% pups when im not even ALLOWED to experiment past 4 points... I mean I cant even totally stack one side and say have a big reduction in action cost with a big acc penalty...the system wont let me.
LOL, I read my post above and confused myself!
Bottom line is when you do your initial assembly you should be looking at 23% to 25%, maybeup to 28% on your lines, BOTH of them. Right nowI bet your getting that on Efficiency but not on Effectiveness. This is due to low CD on your mineral I am guessing.
irzok wrote:
update: I found out through reading the pub 18 bug thread that others are having the same problem. If a required stat (say CD) is missing for all the resources used, it is not ignored...instead it is treated as 0. so it seems this IS a bug, as I am not the only one to bring it up (the AS corro posted it as well) just a little heads up 8(
I have never seen anyone offical with SOE say this is a bug. I think it's by design. The point is you can never get a resource in both slots that has all 3 stats (OQ/CD/DR). This will make you always have to choose which direction to take the pup and keeps them from being too "uber". There should be a heavy cost associated with each pup......lower accuracy with higher speed, etc....and this system makes that happen. For once to me it makes sense (compared to the old system).
I suggest you get some good copper with higher OQ/CD/DR, even in the 800's, and see how much difference it makes. Having even 1 stat as a 0 is killer. Starting with a pup at 23%/23% is much easier to generate something of value than at 28%/6%. At least in my opinion.
Good luck.
irzok wrote:
I'm using intrusive ore, which has no CD, so technically no CD at all, but I wasnt aware that it would affect it like this, from what I under stand, if a rescource doesnt have a certain stat (chemical with CD) it would take the CD from the other rescource (mineral). IF that didn't have it, then it would be all OQ based. Assembly I get 26%/6%.
Well, you're sort of right. If every resource used is missing a stat contributing to an experimental category, then it's based solely on OQ. But the experimental percentage for that category is capped at the % that OQ contributes to the category (in this case 33%). The "weighted conductivity" (combination of stats from multiple resources) only counts resources having conductivity, but if nothing used has conductivity, the weighted CD is zero, so the max experimental percentage is going to be 0.33 * weighted OQ + 0.66 * 0 = 0.33 * weighted OQ.
So if you used chemical & ore, both with 1000 OQ and both lacking conductivity, the maximum you could experiment effectiveness (66% CD / 33% OQ) would be 33% (and you'd start somewhere around 11 after assembly). Youhave to have something (even if it's only one of 10 resources) contributing conductivity.
Message Edited by sciguyCO on 06-15-2005 04:22 PM