Artisan Archive
Thread: What happens when....?
There area few theories, and I haven't done much testing since the last patch got put in (which was supposed to make some changes on how the experimentation was calculated).
1) For required resources that do not have a required stat, that resource's contribution is ignored. So for a crafting tool (24 metal,10 chem), the conductivity from the metal is the only thing that has an effect on the final item's effectiveness. So if you use a 900 CD copper, you'll have a better starting effectiveness and be able to experiment up to a maximum of 90%.
2) If a resource lacks a stat, that resource's contribution is zero. So using the same example from above, the effectiveness would be calculated as:
900 * 24 / 34 + 0 * 10 / 34 = 635
So with this calculation, you could only experiment up to 63 or 64% effectiveness.
3) If a resource type is required, and some class of that resource can have the stat, use zero if the resource doesn't have the stat, and the stat's value otherwise. So let's say you're crafting an item that needs requires Flora food and Chemical,and theexperimentation is based on 100% PE. Fiberplast and Inert Petrochem do not have this stat, but Liquid Petrochem Fuel does. If you use Inert Petro, you get the zero in the calculation, because there is some chemical resource (the fuels) that you could've used. If no class of that resource has the stat, the calculation ignores that resource.
4) Experimental categories are associated with only certain schematic slots, and the category only specifies stats that slot's resource has. So a crafting tool needs 16 metal, 8 mineral, and 10 chem. It's possible that the effectiveness is based solely on the stats of the resource used for the "Assembly Enclosure" (the 16 metal), and ignores the other two. This would mean that the resources used for the "Thermal Shielding" (the 8 mineral) and "Control Unit" (8 chem) don't affect the final effectiveness.
5) If a resource does not have a stat, some other stat that it does have is used instead. OQ is often suggested since everything has that. So if you had a 500 OQ chem, a crafting tool's effectiveness would be:
900 * 24 / 34 +500 * 10 / 34 = 782
allowing for a 78% experimental effectiveness.
6) Fairies using pseudo-random number generators live inside each crafting tool to determine the quality of the final item. They use the resource's stats as the generator's seed value, which is why you get the same results using the same resources.