Artisan Archive
Thread: Crafting Stat Requirements
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TxRoadDawg
Thu May 12, 2005 4:49 pm
#1
I havent bothered with much crafting since the cu but could someone clarify resource stats for me. As i understanding things now if you need anything like ut, sr, con, ect the new system looks at the resource you use, thats the value of the stat you have and divides it by the resources stat cap. ie if con on iron is max 550 and you use 500 con the value for con is actually 500/550=~91% vesus the old system of 500/1000=50%.
my questionis what about resources that dont have a certain attribute. if a schem is 33%oq 33%sr 33% pe and i use something like lub oil thats only oq and dr how is the sr and pe handled in this situation. what i recall before the lub oil would have been a null value for the attributes it didnt have thus not affecting the crafted item. is the null still a null now, or have the devs nerfed this into being a zero value. only have crafted a few little things since the cu as i said but the results seem extremely skewed from what i used to get.
thanks for any info yall can give me on this deal
sciguyCO
Thu May 12, 2005 7:11 pm
#2
I think the simplest test would be to make a crafting tool, and see if the chemical resource (which doesn't have conductivity) affects the result.
I made a tool using pretty crappy metal: 294 conductivity (but that's not what I had it for). The max effectiveness ended up at 29%, what you'd expect if missing values were null. If missing values were zero, it would've capped at roughly 18-19%.
I've made a few foods requiring inorganic resources, and as long as there's something to contribute PE and Flavor, the experimental categories depending on those stats aren't dragged down.
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