Bio Engineer Archive

Thread: Tissue and Supplement Expiremental Values Questions

Jameyfresh
Thu May 20, 2004 2:24 pm
#1


I'm a new bio-engineer and I'm trying to get resources together to make tissues and food supplements. I've been an armorsmith and a chef before now so I fully understand the crafting equations of this game. My question is what expiremental values on making tissues and supplements translate into what actual stats when you're done expirementing? What weighted average for resources do I need to obtain in order to reach what stats? We all only get 10 expirementation points so I would think this is pretty much standardized. If you can get a certain weighted average on your resources then you should be able to hit certain end results after you expirement, providing you get all great successes or better. I searched the FAQ and couldn't find anything that really had the answers to this question. Also, are there any cutoff points for expiremention. For example, for armorsmith, when you're making layers there is a cutoff point on the expiremental percentage and base effectiveness. 25% = 2% base, 50% = 3% base, 75% = 4% base. This lets you know how many expirementation points you're going to have to throw into base effectiveness to achieve these base resists on the layers because you know that each point of expirementation gives an added 7% expiremental value. I am curious if there are similar cuttoff points on some of the tissues or food supplements in this profession.


I'm just looking for something to get me going here. I'm pretty much at ground zero for getting resources, but I have a lot of guildmates and friends who can get me stuff, I just need to know what I'm looking for. Obviously I'd like to get by with the lowest quality resources possible to obtain the right stats. I can get the uber quality stuff, but it is costly and almost seems a waste when it can be used for some other more often used products.


Tierce the Master Squad Leader on Tempest
HAKD
0smspiff0
Thu May 20, 2004 2:54 pm
#2

It is not the weighted average of the individual components - it is the average of the particular property for all the resources that matter.


For example Broad Spectrum Neutrients:


Organic- Wood FL=0 PE=0 OQ=900


Flora - Beans PE = 900 FL = 800 OQ = 500


Creature - Meat PE = 800 FL = 900 OQ = 500


This will wind up being PE = (900 + 800) / 2, FL = (800 + 900) / 2. OQ = (950 + 500 + 500) / 3


FL= 850 PE = 850 OQ = 633


The quality of the tissue is then (850 + 850 + 633) / 3 = 777


That will get you a bonus of 83


Now alter it so that the FL is 500 for both and the OQis 800 and 900 instead you get an average of 738 and thus a bonus of 82.


For that formula you get a full point wiht each 33.3333333333 increase in the average of the averages.


The same applies to all chef.tailor tissues (except that the bonuses and thus the point increase thresholds) are different.


This applies to masters using full experimentation - not sure what effect it has on anything else :-)



No Sig for now... stay tuned
Jameyfresh
Thu May 20, 2004 3:18 pm
#3

Yeah, I got that, I understand the whole 33%/33%/33% makeup of Flavor, PE, and OQ, I'm just trying ot translate the weighted averages of those resource stats into actual stats on the finished product. For example: How good of quality resources am I going to need to make +4 melee Defense/+18 Stun Defense Tissues? That's where I'm heading. I've got a full understanding of expiremental equations and what resource stats are involved in the crafting, I just want to know what weighted average on resources I can expect to translate into what stats on tissues of food supplements.


Tierce the Master Squad Leader on Tempest
HAKD


0smspiff0
Thu May 20, 2004 3:34 pm
#4

Tailor Tissues are



((AVG / 1000) * 20) (5 for melee defence)




Chef is


Min + ((AVG / 1000) * (Max - Min)) (Min/Max depend on the tissue)


For BSN it is 60 and 90 for min/max


The AVG is calculated as I showed above - so it is not a simple average but an average of the averages.


So 800AVG for +4 melee defence and that will get you a 16 stun defence in the same tissue. Or 900 will get you an 18 in stun defence.






No Sig for now... stay tuned
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