Carbineer Archive
Thread: Elite carbine : maybe some hope from the test center
They have modified crafting experimentation in TC, so that the experiment potential on a schematicis now calculated by comparing ressource characteristics against the maximumeach characteristic can reach. It seems abscond but an exemple might help :
You use polonium iron to craft elite carbines. the experiment potential ( how high the weaponsmith can raise the weapon damage and speed ) was scaled according to the overall quality and conductivity of the used ressources compared to the MAXIMUM range of any ressource characteritic (0 to 1000) :
I use polonium iron with 900 OQ and 78 CD ( this iron always has spwned with a very low CD ) :
When the server calculates the number of experiement boxes available, it evaluates the iron quality using this ratio :
oq : 900/1000 gives 90% : very good experiment potential
cd: 78/1000 gives 7.8% : very low exp. potential.
These 2 percentages are then averaged and give approximately 48% whichmeans a weaponsmith will not be able to experiment the weapon to it's full potential.
Whatseems tobe modified on the TCis that the ressources are now evaluated against their OWN range of characteristics :
Oq : 900/1000 (as OQ is usually variable from1 to 1000 for any ressource ) = 90% (no change )
CD : 78 / X ( X being the maximum any polonium iron can reach, it is supposed to be quite low as we have never seen any polonium above200 : lets take 200 for the sake of the exemple )
78/300 : 39% : average to low potential
Average experiment potential is now : 64%
I am not sure these explanations are as crystal clear as I would wish, but what I explained is based on a post by TH on the test center, explaining these exprimentation modifications, and the crafters there are trying to verify this theory at the moment.
Anyway it would mean the weaponsmiths should be able to craft much better Elites after the next publish.
Aristide Fenouillard, Doc'Carbinier
good news, but this also makes me nervous... call me silly, but i just have a bad feeling about them going in and assigning hard caps to each of the properties of every spawnable resource. i just fear it will be messed up in a bad way, like that conductivity property value will be transposed onto the overall quality cap and we will be hosed for a very long time, until they figure out why resources aren't spawning with oq over 50 (yes, exaggerated, but you se my point).
at least they are thinking about it
Seems like an overly complicated fix for an easy problem
Why not just let the iron spawn withCD over 200?
Is this too easy?
Am I missing something?
LOL...this system doesnt even make sense since is it % based.
Think about it. If the max for OC runs from 0-1000 and conductivity runs 0-200 and you base the % on the max...it doesn't matter what the max is.
500/1000 = 0.5
100/200 = 0.5
Assuming an item can spawn with an equal chance of any number in its range, then it really doesn't matter. The average material will have a 0.5 and it doesn't matter if the max if 10, 50, 200, 1000 or 5 billion.
This is not all there is to this new system. The big problem is that some items rely on stats that don't exist. The example thrown around is that a certain item uses gas and needs conductivity but no gas spawns with conductivity...so you get a big fat 0 for that value.
This system is scarying many weaponsmiths...they ultimately feel weapons are being nerf. Since they are the experts...I'll believe them.
You miss my point Gnosis. But thank's for attacking me.
Having a stat cap at 200 or 500 or 1000 doesnt matter if when building it just looks at the max. By using a percentage it normalizes the stat. 50% is 50%. 75% is 75%. It doesn't matter. Its arbitrary. Thus having resources that have different caps for different stats just makes things confusing to the devs and players alike.
Math class, its a good thing.
You miss my point Gnosis. But thank's for attacking me.
Having a stat cap at 200 or 500 or 1000 doesnt matter if when building it just looks at the max. By using a percentage it normalizes the stat. 50% is 50%. 75% is 75%. It doesn't matter. Its arbitrary. Thus having resources that have different caps for different stats just makes things confusing to the devs and players alike.
Math class, its a good thing.
The initial poster is obviously correct. If the details he posted are correct this change, in isolation, will help elite class weapons (DX2, T21, Elite Carb) as much as the heavy weapon patch helped those weapons a while back. It will also help the numerous Plumbum based weapons such as the e11.
/bump
just wondering if anyone has heard anything else on this lately. Has anyone tried crafting an elite on TC since the resource change? If so does anyone know if the stats are that much better?
I was thinking of having a krayt elite made for me but now I'm wondering if I should wait for a while after the next patch.
Actually Nova I think you are missing Fenouillard's point in this. It makes perfect sense what he said. What he is suggesting is that instead of every resource traitbeing on a scale of 1-1000, each resource trait has its own scale. For instance the OQ of a resource is still on a 1-1000 scale but the CD is based on a scale of 1-200 by example of course.
Certainly math is a lovely thing but even you can see that if you have a 78 CD on polonium and it is based on a 1-200 scale as apposed to 1-1000 scale it is going to be a much better percentage right?
Example:
78 / 1000 = 7.8%
78 / 200 = 39%
That is quite a huge improvment.
Of course like was mentioned it would just be all that much easier if SOE based everything on a 1-1000 scale and actually made it so polonium iron produced with a decent CD. Like maybe 700-800 or so. However, like everything else in this game if it makes sense they probably won't do it. ![]()