Bio Engineer Archive
Thread: Crafting Change
Message Edited by droid327 on 05-10-2005 03:03 PM
Example:
Resource: MyLowerGateStuff gated on PE 400 - 800, value is 600
pre-change: valued at 50% (halfway between min and max gate)
post-change: valued at 75% (three-quarters from 0 to max gate)
Resource: MyNoLowerGateStuff gated on PE 0 - 800, value is 600
pre-change: valued at 75%
post-change: valued at 75%
The question I have about these changes is "how do you know the min/max of the resources?" and "where can I find it?"
Most every thing organic I use is 1-1k OQ, FL, PE. Meats seem to start at 1 but have caps so this will help us here. And the meds stuff...well, I haven't worked with them enough in so long I couldn't tell you.
I'd like to know that as well. It seems to me that wild meat always has relatively low flavor, and herb meat seems to have relatively low pe and flavor, so I'm thinking that this change may benefit fear release and active bio-sensors.
I'll post the exact stats of what I used to make these bio-sensors when I get home.
I don't believe this is actually taking place for med production (at least not for aCRDMs). I ran a trial with the following 2 resources:
C4: Agectele (OQ924 PE836)
Herb: Izako (OQ822 PE614) - PE gated at 700 on all herbivore meats
According to my calulations, under the old formula my max power should be 81.5%. This is due to average OQ of 873 and average PE of 725. Therefore, 873*.66 + 725*.33 = 815 which is 81.5% of 1000.
In the new formula, I expected to max out power at 85.8%. This is due to average OQ of 873 (no change) and average PE of 856.5714. The new average PE is calculated as (836 + ((614/700)*1000))/2. Using these averages, the final power experimentation potential is 873*.66 + 856.5714*.33 which is 858.84856 which is 85.8% of 1000.
Can someone check my math, please? I don't see that the experimentation potential numbers have changed for aCRDMs at all.
Fixed the way resources are evaluated when used in crafting. Under the old system, a resource's final value for an attribute was the position its rating had between the minimum and maximum possible attribute value for any resource that could go into that slot. Now, it is only relative to the maximum. This will generally improve the value of all resources, especially high-end resources which have high minimum values, especially when used in slots that have very strict requirements. So, for example, assume Frobozium steel has a toughness range from 750-850, and also assume that this steel is being used in a slot which specifically requires Frobozium steel. Under the old system, a particular frobozium steel with a toughness of 800 was considered 50% tough. Under the new system, it will be 94% tough (800 / 850). This change is now also reflected in the visual toolbar.
Immediately I was curious as to how this would effect tissue crafting. I made a bunch of schematics this morning before work. I tried doing some tensile resistance using real super-duper stuff and still couldn't get tensile resistance over +16. I did however get theactive bio sensorstissue up to +19 using really good (but not "knockout") ingredients. I'm thinking it might have something to do with wild meat being gated for flavor? Dunno, but the result certainly shocked me. When I made the tissue I was hoping just to get it up to +17, but was worried I wouldn't, lol.
Message Edited by ArthurDentOnBria on 05-10-2005 12:33 PM
Ojes wrote:I don't believe this is actually taking place for med production (at least not for aCRDMs). I ran a trial with the following 2 resources:
C4: Agectele (OQ924 PE836)
Herb: Izako (OQ822 PE614) - PE gated at 700 on all herbivore meats
According to my calulations, under the old formula my max power should be 81.5%. This is due to average OQ of 873 and average PE of 725. Therefore, 873*.66 + 725*.33 = 815 which is 81.5% of 1000.
In the new formula, I expected to max out power at 85.8%. This is due to average OQ of 873 (no change) and average PE of 856.5714. The new average PE is calculated as (836 + ((614/700)*1000))/2. Using these averages, the final power experimentation potential is 873*.66 + 856.5714*.33 which is 858.84856 which is 85.8% of 1000.
Can someone check my math, please? I don't see that the experimentation potential numbers have changed for aCRDMs at all.
I think your math so far is correct - but can you please also post what you got, not just what you expected?
lol - That's what I get for posting stuff like this at 01:00ish.
The power capped out at 82%. I guess the 81.5% rounded to 82%. I have never paid a lot of attention to the decimals and whether they truncate or round...
I think I have noticed why I got to 82%. The experimentation formula for aCRDM are not actually 66%OQ 33%PE, but rather 2/3OQ and 1/3PE. That makes the experimentation potentials go like this:
OLD: 873*2/3 + 725/3 = 823.666 which is 82.366% of 1000
NEW: 873*2/3 + 856.5714/3 = 867.5238 which is 86.75238% of 1000
Ojes wrote:I think I have noticed why I got to 82%. The experimentation formula for aCRDM are not actually 66%OQ 33%PE, but rather 2/3OQ and 1/3PE. That makes the experimentation potentials go like this:
OLD: 873*2/3 + 725/3 = 823.666 which is 82.366% of 1000
NEW: 873*2/3 + 856.5714/3 = 867.5238 which is 86.75238% of 1000
Yes, its a 2:1 ratio of OQ and PE. Decimals just get cut off - seems to be quite common in this game.
So you did not get up to 86% and had the line maxed out completely?
Eskie wrote:
Ojes wrote:
I think I have noticed why I got to 82%. The experimentation formula for aCRDM are not actually 66%OQ 33%PE, but rather 2/3OQ and 1/3PE. That makes the experimentation potentials go like this:
OLD: 873*2/3 + 725/3 = 823.666 which is 82.366% of 1000
NEW: 873*2/3 + 856.5714/3 = 867.5238 which is 86.75238% of 1000
Yes, its a 2:1 ratio of OQ and PE. Decimals just get cut off - seems to be quite common in this game.
So you did not get up to 86% and had the line maxed out completely?