Chef Archive

Thread: Chef Calculator Excel spreadsheet available

SirVimes
Wed Mar 03, 2004 1:31 am
#14

This is very, very cool



A couple of thoughts though.


1. How do you figure out factory cost per item?


2. What numbers are you using for the base stats at the bottom? The ones from SciGuyCo's website? If you are, I am not sure they are 100% accurate. Sciguyco got those mostly from his own experimentation. They may differ with different skill levels and quality resources. We may find those numbers changing. (And this is not to put down SciguyCo. He has done an excellent job with what he has to work with.)


3. The Average Quality Modifier....what do you use that for? Is it a factor in cost or just your own FYI?


Bihlbo
Wed Mar 03, 2004 1:50 am
#15

I'll look into it SciguyCO



- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
Bihlbo
Wed Mar 03, 2004 1:55 am
#16

A couple of thoughts though.


1. Good question. I'll work on adding a factory calc.


2. I am using the base numbers from SciGuyCO's chart, yes. If you have a better source of base stats, I'd love to hear about it so I can make this more accurate.


3. The Average Quality Modifier is just to let you the chef know how much better your goods are than the base. It doesn't affect or depend on costs. I suppose it could also be used in other ways, like to figure out how much extra to charge for your goods. Again, any suggestions you all might have for this area are welcome.



- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
kelela
Wed Mar 03, 2004 5:24 pm
#17

very nice B! downloading as I post this . I like the base stat comparison...can't wait to use this tonight. good work & thanks for sharing.
GhauntsGhosts
Fri Mar 05, 2004 5:47 am
#18

I don't have Excel



Rocodi
Master Chef/Tailor
Check out my shop on Corellia at -2119, 2040

Fellstaff
Fri Mar 05, 2004 11:23 am
#19

Base complexity of an item doesn't dictate factory run time, complexity increases as you experiment, so a highly experimented item will have +10-12 complexity(typically 1 complexity per experimentation point from my experience) .

Message Edited by Fellstaff on 03-05-2004 12:23 PM



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sciguyCO
Fri Mar 05, 2004 11:31 am
#20






Fellstaff wrote:

Base complexity of an item doesn't dictate factory run time, complexity increases as you experiment, so a highly experimented item will have +10-12 complexity(typically 1 complexity per experimentation point from my experience) .

Message Edited by Fellstaff on 03-05-2004 12:23 PM




Not true, at least not for factories. The item's complexity gets +1 for each experiment you do regardless of the number of points, so if you use 2 points at a time and don't have any +experiment tapes, the final complexity will be base+5. This only affects the time it takes for a crafting tool to spit out a prototype. A factory will always use the base complexity.


I'm a little haphazard with my experimenting, sometimes doing 2 points, sometimes 3. If I'm drinking Bespin port I might even go 4 to maximize the slightly-less-rare amazing. So the final complexity after using up all my experimentation points varies quite a bit. The factory time remains 8*base.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
LexieLove
Fri Mar 05, 2004 1:13 pm
#21

OMG you rule. This is so helpful. I have been going crazy for weeks now wondering if I was charging too much or too little for items. Thank you so much for the useful tool.



Kavina Xarn ...unlocked Friday the 13th 2004
LexieLove Master Chef (+20) and Master Dancer

Eminemrapman101
Fri Mar 05, 2004 4:57 pm
#22

*sigh* i have Corel Quattro pro......i was really looking forward to using this



Anarr Ivo

Vendor located at 5164, -3675
Tylas, Talus
Bihlbo
Fri Mar 05, 2004 8:56 pm
#23

Just as an update, I'm working on v. 1.01 with the factory calc. I'd have got it up already, but I've been talking with an Excel developer! It's kind of exciting. I don't know if it'll help the calc much, but I'm trying.



- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
drwoobie
Fri Mar 05, 2004 9:40 pm
#24

Bihlbo, double check the stats for Havla. It appears you have it listed as:


Reduce heal: 38.0 and recovery time at 18.0.


I made some and came up with 24 and 51 respectively which gives the percentages as -37% and +183 % also respectively. It seems like the baseline numbers should be reveresed. Might also change the wording from reduce heal to "# of heals affected"


Thanks for the hard work you have done!






Ve'She Timo - Master Chef - TPE - Sunrunner
Posche Abe - Novice Artisan - Test
sciguyCO
Fri Mar 05, 2004 10:30 pm
#25

I was going to take the fall for this (thinking I had the duration/buff info switched in my chart), but it looks like it's just a matter of coincidental word wrap and trying to come up with effect labels that are generic enough for the different foods. The "Reduced heal recovery time" is one box describing the single effect. The "38" is on the "value" line (look on the left) and "18" is the duration. I'm assuming the one you made was 51 recovery time bonus, for the next 24 heals? If you switch the boxes you enter those in, you get 34% for the "value" and 33% for the "duration".


This can only be attributable to human error...





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
DrummerBoy1983
Sat Mar 06, 2004 2:15 am
#26

this is awesome


thanks



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