Artisan Archive
Thread: A little help on understanding qualities..
It's not just overall quality, all the stats are useful, depending on the item being crafted.
When you pick your resources, over on the right is a list of the experimentable categories that affect the item's stats. Under each category is a list of the stats that affect it, and how much they contribute.
To pick an easy example, a crafting tool's effectiveness is based 100% on conductivity. So a 900 Cond / 100 OQ metal is better thanone with 800 Cond / 999 OQ. Now something like a CDEF pistol, it's damage is based 50% on conductivity, 50% on OQ. For these, you want to take a "weighted" combination of those stats to compare materials. Do this simply by multiplying the stat by its listed percentage. So comparing the same two metals from before, the first is 0.50 * 900 + 0.50 * 100 = 500, the second is 0.50 * 800 + 0.50 * 999 = 900. In this case, the second is better; which was pretty obvious, but gave the general method.
The weighted quality number affects two things: the initial percentage you get at assembly, and the maximum percentage that can be experimented to. The initial assembly percentage is also affected by the type of success (great, good, amazing, etc) which I believe is based on your "X assembly" skill modifier and some random variable. The maximum percentage (basically how good you can make an item with those resources) is always one tenth of the weighted quality. If you made a CDEF pistol with the first metal, the best you could experiment the damage to would be 50%. The second could be experimented to 90% damage. That's assuming that you have enough experimentation points and good enough successes to reach max.For a "great success", you getabout a 7% increase for each point you used in that experiment.
Great explanation Kriles ! Simple and comprehensive ![]()
Derana Shi'har - Master Artisan/Architect/TK, Chimaera
Great explanation Kriles!
Thanks!
And if it wouldn't be too much trouble could someone also explain what general items need what high resources? For example, for food items, I would have assumed that OQ and flavor were the important ones, but I was told that it was actually OQ and PE
That sort of thing confuses me too.. ![]()
Here's one that I've been meaning to learn. If a Schem calls for an item that dosn't have the stats that are listed under the percentages? Such as something that requires a Gas but is looking for SR? Will it use the OQ, DR or a average of both.
Thanks
Tharr
ARGHH!!! I had a great post, full of useful information, and when I hit "submit" it asked me to log in!!! I hope I get it all into try number 2 (I'm definitely copying the post before moving on to save it):
Stats for different items: These are some rules of thumb, always check the actual schematic for final values. allakhazam.com has screenshots of many items' schematic, but those may be outdated.
Harvesters: UT, SR, and Heat Resist Med Supplies: OQ and PE Weapons: OQ and Conductivity Armor: OQ, Malleability (for encumberance), SR, and UT Tools (crafting tools, stations, and droid modules): Conductivity Clothing, Buildings, and Furniture: None, they have nothing to experiment
Food: OQ, PE, Flavor, and UT. Since I've been having a lot of fun with chef the past few months, I thought I'd give a quick breakdown on these. Almost all schematics have 33% for OQ, PE, Flavor for all categories. This is almost certainly wrong. I've been using the Air Cake schematic as a guide:
Buff duration: 50% flavor, 25% OQ, 25%
PE Buff size: 44% PE, 33% OQ, 22% flavor
Quantity: 100% OQ
Filling: 100% UT
That seems to match up to the "1/10th weighted total = max experimented percentage" much better for buff size and quantity.
More calculation info:
I forgot one thing in the "weighted total" explanation in my last post. When you use more than one type of resource, the final value adds up the stats multiplied by the percentages, but it also weights each resource's contribution based on the ratio of resource units to the total units in the item.
Widget: 25% Conductivity, 75% OQ, 20 Steel, 40 Copper
(0.75 * SteelOQ + 0.25 SteelCond ) * 20 / 60 + (0.75 * CopperOQ + 0.25 CopperCond) * 40 / 60
So if I wanted to maximize a stack size (100% OQ) on Stewed Gwouch for pet food, it would work like this:
Resources: 30 organic OQ 800, 20 Water OQ 900
Quantity value = 800 * 30 / 50 + 900 * 20 / 50 = 840
Final max experimented quantity = 84%
The next section covers my opinions (no official verificiation) on what happens when a resource doesn't have a stat.
Missing Stats on required resources:
There are a couple of theories I've seen and come up with, but nothing verified. Here's my list from least likely to most likely:
1: Uses the same weighted sum as shown above, for each stat a resource is missing, use a zero. So say instead of steel, a Widget was made from 20 chemical (which doesn't have conductivity) and 40 copper:
(0.75 * ChemOQ + 0.25 * 0 ) * 20 / 60 + (0.75 * CopperOQ + 0.25 CopperCond) * 40 / 60
I don't think this is likely because crafting tools require 8 chemical, and depend 100% on conductivity. I've seen artisans use 999 Conductivity copper and make 99% effective tools.
2: Each experimental category only uses stats from a subset of the resource slots. So the Effectiveness of Widget may only use the Copper's conductivity, but another category that is based on OQ and DR would combine the stats from both the copper and chemical. This just seems overly complicated to me, since each schematic's category would basically have a unique equation.
3: If a required resource type could have the stat (such as requiring PE and chemical, since that stat is on the petrochem fuels) but doesn't (say because you're using polymer or lubricating oil), a zero is used in the calculation. If the required stat is not on any resource within the category, that contribution is ingnored in teh calculation (see #5). This means you should use particular sub-types of a resource category for best results, even though the schematic doesn't require something that specific. Not quite as complicated as #2, but it does mean that the code generating the final value would need to know the sub-sets of resources and which have what stats.
4: Instead of the missing stat, use some other stat on the resource. Since every resources has an OQ, this is what's commonly suggested:
(0.75 * ChemOQ + 0.25 * ChemOQ ) * 20 / 60 + (0.75 * CopperOQ + 0.25 CopperCond) * 40 / 60
Fairly straightforward, doesn't require any customization on each schematic, but hard to test.
5: If a stat is missing on a resource, remove it from the calculation entirely and adjust the percentages on the stats that are being contributed by that resource.
( ChemOQ ) * 20 / 60 + (0.75 * CopperOQ + 0.25 CopperCond) * 40 / 60
So the chemical's contribution is 100% OQ, since it has no conductivity.