Bio Engineer Archive

Thread: Tensile Resistance... the stats

ArthurDentOnBria
Sat Apr 30, 2005 8:13 pm
#1

I know a lot of people have had frustrations making tensile resistance and have been wondering how good we can make them. We're accustomed to making +17/+4 or better pretty routinely in the past, but since the CU even getting +14/+14 can be tough (my last batch came out +12/+12 /hangheadinshame).


So I decided to pull out all the stops and take no prisoners. I assembled some of the best resources to ever hit the server and make the "batch of all batches".


I used:


wood: oq = 1000

milk: oq = 968

pe = 889

flavor = 451


bone: oq = 997

meat: oq = 971

pe = 998

flavor: 989


The result: +16/+16, that is experimented up to 91%. The schematic says 50% oq, 30% pe, 20% fla


I'm guessing that these have a cap of +17 or +18 on them. No idea why. Anyhow, next time you make a batch of +14, don't feel bad, you've done well! It takes super-duper godly ingredients like these to get up to +16.


Thinking about this in practical terms, this means that if one is primarily after the ranged defense mods, the "pre-cu" tissues may actually be suprior.


For what it's worth... /shrug.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


ArthurDentOnBria
Sat Apr 30, 2005 8:16 pm
#2

(reposted from the BE forum)



I know a lot of people have had frustrations making tensile resistance and have been wondering how good we can make them. We're accustomed to making +17/+4 or better pretty routinely in the past, but since the CU even getting +14/+14 can be tough (my last batch came out +12/+12 /hangheadinshame).


So I decided to pull out all the stops and take no prisoners. I assembled some of the best resources to ever hit the server and make the "batch of all batches".


I used:


wood: oq = 1000

milk: oq = 968

pe = 889

flavor = 451


bone: oq = 997

meat: oq = 971

pe = 998

flavor: 989


The result: +16/+16, that is experimented up to 91%, all experimentation points used, no room left to experiment further on the bar. The schematic says 50% oq, 30% pe, 20% fla


I'm guessing that these have a cap of +17 or +18 on them. No idea why. Anyhow, next time you make a batch of +14, don't feel bad, you've done well! It takes super-duper godly ingredients like these to get up to +16.


Thinking about this in practical terms, this means that if one is primarily after the ranged defense mods, the "pre-cu" tissues may actually be suprior.


For what it's worth... /shrug.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Pappi
Sat Apr 30, 2005 9:19 pm
#3

yeah, I have a post-CU stock of +15/+15 now, but my old +4/+15 isn't that useful any more. if they don't change the conversion I guess I'll just sell those for a discount




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Starcloud
Sat Apr 30, 2005 11:38 pm
#4


You might actually be able to get better results by using certain resources that are 'gated' in certain attributes.


The developers changed crafting resource weights some time back; now it is something like OQ/OQ cap = effectiveness. A resource gated by a low OQ whose OQ is near if not at the cap for that resource might well do better than a resource whose range is the full 1000 points on OQ.


Naturally, they didn't include this little tidbit in the CU publish notes, nor did they change the experimentation displays to compensate for the fact that the raw stats don't matter as much.


Blixtev has promised to ask Flazm to change the interfaceto match the new method of weighting resource stats.

Halthron
Sun May 01, 2005 1:40 am
#5

I took for granted the good ones I made, having been used to the old way. I saw 83% experimentation at +15 and thought it was a display bug at first but it would mean a cap at +18, in line with your projections.
Kyei
Sun May 01, 2005 4:31 am
#6

This probably should go in tailor forum as well, does anyone know the limit on clothes? (i.e. can you put 2 of these tissues in some field ware and will it come out as +32/+32)


Before with the limit of +25 in clothes you didnt need to make top end tissues, since you could stack them upto the limit in clothes..but since the CU i have a nasty feeling (or good feeling) that there is no limit, so higher quality tissues are going to be more valuable.


-Kyei



AusiEnirode
Sun May 01, 2005 5:07 am
#7

Thanks for posting this. I also threw all my best resources into this and got stuck at +15 +15.
PsionicHawk
Sun May 01, 2005 9:38 am
#8

OQ is never gated



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Dorelli
Sun May 01, 2005 12:26 pm
#9

Thank you for posting this Arthur. I had made some but forgotten the exact stats and lost them b/c they rolled back our server to before the CU and patched it again so they were lost forever. This would not have been a problem if someone hadn't messaged me in-game asking for the EXACT info that you just posted.


Jenkey did you see this?


Dorelli



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Tokklyym
Sun May 01, 2005 2:10 pm
#10


I'm not sure if it's made the round yet, but crafting went under some big (stealthy) changes with the new publish.


The short end of it is that the quality of the outcome is no longer tied to base stat, but the stat relative to the resource's stat cap. Effectivly, a resource with an OQ of 241 can give you a better outcome that something with OQ 842. There's a post in the Armorsmith forum where Blixtev confirmed the changes.clicky


Maybe this is why you cannot get the results you're used to.


Thanks for posting the results so far on these tissues. As a Tailor, I'm excited to begin making them, and I like to know what my customers can expect.

Message Edited by Tokklyym on 05-01-2005 05:14 PM



_______________________________
Tokklyym | Elder Shipwright | Rebel Ace

| Remove inactive player structures.
| Tailors should remove mods from looted clothing and add them to crafted clothing.
| Naritus.

I've been a Talusian, a Tumbler, and a Tailor. I used to camp and I loved to scout.
Now I make ships and fly them.

GadonThek
Sun May 01, 2005 2:16 pm
#11



Tokklyym wrote:
I'm not sure if it's made the round yet, but crafting went under some big (stealthy) changes with the new publish.
The short end of it is that the quality of the outcome is no longer tied to base stat, but the stat relative to the resource's stat cap. Effectivly, a resource with an OQ of 241 can give you a better outcome that something with OQ 842. There's a post in the Armorsmith forum where Blixtev confirmed the changes. clicky
Maybe this is why you cannot get the results you're used to.
Thanks for posting the results so far on these tissues. As a Tailor, I'm excited to begin making them, and I like to know what my customers can expect.

Message Edited by Tokklyym on 05-01-2005 05:14 PM





Not quite true. Read some of the replys to that thread; it only counts for slots which require a specific resource, if you use, for example, Iron in a Metal slot, you will still get crappy results because it works on the hard cap for all Metals. If you put that same rubbish Iron into a slot which requires Iron though, you will get great results because the established hard cap for Iron is much lower than for Metal generally.
Aleskander
Sun May 01, 2005 2:24 pm
#12






Tokklyym wrote:


I'm not sure if it's made the round yet, but crafting went under some big (stealthy) changes with the new publish.


The short end of it is that the quality of the outcome is no longer tied to base stat, but the stat relative to the resource's stat cap. Effectivly, a resource with an OQ of 241 can give you a better outcome that something with OQ 842. There's a post in the Armorsmith forum where Blixtev confirmed the changes.clicky


Maybe this is why you cannot get the results you're used to.


Thanks for posting the results so far on these tissues. As a Tailor, I'm excited to begin making them, and I like to know what my customers can expect.


Message Edited by Tokklyym on 05-01-2005 05:14 PM





What Blixtev stated is a good change..it makes the stats a percentage of possible maximum for the resource. ie He used 99/150 insted of 99/1000. That's good for those items.


Unfortunatly, it doesn't apply to BE items...the old ones anyway..not sure about the meds. All stats on the organic resources are xxxx/1000. But it does chance the way the final results come out. I haven't messed with it much, but I was able to make some decent +14's using high oq with poor secondaries. I got +13's with some pretty crappy milk. Makes my Tailor friend happy.


I've sold more tissues already this week than I did in the previous 6 months.





*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Tokklyym
Sun May 01, 2005 2:47 pm
#13




Not quite true. Read some of the replys to that thread; it only counts for slots which require a specific resource, if you use, for example, Iron in a Metal slot, you will still get crappy results because it works on the hard cap for all Metals. If you put that same rubbish Iron into a slot which requires Iron though, you will get great results because the established hard cap for Iron is much lower than for Metal generally.




I apologize. I apparently need to stop talking about things I don't understand.



_______________________________
Tokklyym | Elder Shipwright | Rebel Ace

| Remove inactive player structures.
| Tailors should remove mods from looted clothing and add them to crafted clothing.
| Naritus.

I've been a Talusian, a Tumbler, and a Tailor. I used to camp and I loved to scout.
Now I make ships and fly them.

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