Chef Archive
Thread: Chef buffs suck because schematics are bugged?
You might want to check if the efficiency of your crafting tools is the max possible...
I've been working off 99% efficency tools and a 78% station since I'm paranoid... It doesn't seem to make much difference, but if its making any, every little bit helps ![]()
The results of these experiments are very interesting... I've spent the last couple of days going around the galaxy to get the best resources, so I'll try to post about about my own experiences with master experimentation points...
J2xC wrote:You might want to check if the efficiency of your crafting tools is the max possible...
I've been working off 99% efficency tools and a 78% station since I'm paranoid... It doesn't seem to make much difference, but if its making any, every little bit helps
The results of these experiments are very interesting... I've spent the last couple of days going around the galaxy to get the best resources, so I'll try to post about about my own experiences with master experimentation points...
The Use % of the tool only determines the amount of times you get "great success" vs. "amazing success" vs. "critical failure," etc. These types of success determine the initial values of the experimentation bars, not the max values. The max values are determined by ingredients only. If you use the same ingredients, you will get the same maximums EVERY time. However, if you get "great" success, your initial values might be 20%, whereas if you get "amazing" success, they might be 25%. But yeah, I'm using 96% tools; not too shabby. I need some copper with 970 or better conductivity to make better ones.
There's lots of great info about this stuff over at swgcraft.com. People have done all sorts of tests to verify what each thing affects with regards to crafting/experimentation.
<rubs her head>
Here's my question.. All 3 qualities (flavor, nutritional value, and quantity) are supposed to depend on exactly the same resource properties. Why is it then that everything I make has a very low possible experimental flavor, medium possible nutritional value, and high possible quantity?
Ida wrote:<rubs her head>
Here's my question.. All 3 qualities (flavor, nutritional value, and quantity) are supposed to depend on exactly the same resource properties. Why is it then that everything I make has a very low possible experimental flavor, medium possible nutritional value, and high possible quantity?
IMHO, it's because the food schematics are all bugged. Try it with Charde, Aitha, or Spiced Tea (drinks) and the initial and maximum values are all equal (well, experimental quanitity is a tiny bit shorter, but the devs get an A for effort). But every food item I've made is squirrely in the same way. The "maximum maximum" experimental nutritional value I've ever gotten is 52% with a food. In the real world, percent ranges run from 0-100%, not from 0-52%.
Ida wrote:
Also, how do you find out this use % of your tool? My tools have no information when I examine them, and I was told the quality of crafting tools has no effect.
You can't tell what it is by looking at it. I made my own. The Use category depends on conductivity only, so find some copper with a conductivity over 900. Your max use experimentation will be conductivity / 1000, e.g. my copper was 964 conductivity, so I was able to make a 96% tool.
Experimental results over at swgcraft.com show that it does make a difference with how often you get critical failures vs. amazing successes, etc.
<runs off and makes all new crafting tools>
Thanks, hope that helps.
If this doesn't get fixed next patch we should really have this issue be a top priority on the chef correspondent report. With experimentation working properly, our dishes and drinks would be much more effective and desired.
Interesting, I bet there's a bug in the code where it's supposed to read the "Flavor" stat, but actually just returns 0.
I'm lazy. Take your formulas, substitute a "0" for one of your stats and see if the result matches what you're seeing.
Ida wrote:
Hey can you link to the test results you saw? It seems to me to be better but I'd like to see empirical evidence.
There have been a few threads about it at swgcraft.com. Here's the one I can find at the moment:
http://dynamic6.gamespy.com/~swgcraft/forum/viewtopic.php?t=2477
Ookoi wrote:
I'll have to try spiced tea, charde, and aitha again. I can confirm though that not all drinks are un-bugged. Tatooine Sunburn with 900+ overall quality reactive gas still only gives me about 52% max nutritional value. I do get 93% max quantity on the same item.
If this doesn't get fixed next patch we should really have this issue be a top priority on the chef correspondent report. With experimentation working properly, our dishes and drinks would be much more effective and desired.
I just got Mix II yesterday. The schematic for Tatooine Sunburn makes no sense. It says it depends on Flav/PE/OQ 33/33/33 for all categories, yet the only ingredient besides subcomponents is reactive gas, which has no flavor and no potential energy! Hmmm... Man, I hate it when there's a bug in my drink!
I was preparing an order today, which included some ice blasters, and the following happenned:
One stack experimented to 46% buff power gave +183.
Another experimented to 46% gave +138
Another with a FAILURE followed by a success, experimented to 26% gave +153.
I've had these kind of results before.
The veghash I was making was equally out of whack with seemingly random results...