Chef Archive

Thread: Experimenting Food Additives

smw356
Tue Jan 27, 2004 2:04 pm
#14

also keep in mind that dodge/counter/block are capped at +105 unless that is changed on tc



------------------------------------
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Bennyboy4308
Tue Jan 27, 2004 2:13 pm
#15

It would be nice to see what you can do to the mind brandy with these BE additives



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Talthazar
Tue Jan 27, 2004 2:13 pm
#16






sciguyCO wrote:

Nice, what kind of tissue quality were the additives made from?

Poor to above average. Some of the resources I had access to were decent, some were really really bad.


And do you know whether BE's have a single experimentation category (something like "Effectiveness"), multiples (although with each tissue focused on one of our experimentation categories, I'm not sure what they'd be) or (shudder) no experimentation available?

Basically, there's the 3 categories you saw(light, medium and heavy) with 4 types of additive in each category(mass reducing, food replicating(charges I think), nutritional, and flavor). Each tissue has one line of experimantation, basicly the value of the bonus it gives.


It looks like a medium doublesthe nutrition, and heavy is around 2.5x. Were you able to get your hands on any light tissues (I'll bet they'd give a 1.5 multiplier). And what about filling? Would a medium filling tissue cut a food's filling in half?

Just a note, the results you get may depend on the chef's skill, the type of food and the quality of theBE additive used. I was working with a chef with only 2 experimentation points and she was getting double the bonus value from some of the foods she was making using light additives I made for her.


And Ezran brings up a good point, if the additive is simply adding to your experimentation percentage, we'd still be limited to the base ranges (although easier to get higher in them since the additive would require spending less experimentation points in that category) and probably capped on the maximum percentage based on resource stats.


And who's the BE you raided so I can play with this myself on TC without pestering you?

That was me but I don't really have enough time to have any resources to make tissues for people on TC. I've just made a few for people that could provide the resources. I don't know many of the BE's on TC, but I know I still see Zeath and Aya'ti on from time to time. If they can't do it, they might be able to at least reccomend a TC regular BE that can.









Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
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Meplorium
Tue Jan 27, 2004 2:53 pm
#17

I think a lot of the 'poor' results we are seeing is because their are no BE additives. If you had great BE additives with great resources you should get a great buff. If no additive was used with medicore resources you should see a pretty pathetic buff.


The problem comes down to one of meat. It seems the BE additives is needed to get that 'great' buff, ie what people would decide is suitable for use. That means just about everything needs the BE additives. If that is the case then the meat requirement, although not necessarially needs to go away, but greatly reduced. Maybe 5 meat for light, 10 meat for mediuma nd 15 meat for heavy. I believe that is very doable. Otherwise those 'great' yet only acceptable foods will be very pricey and very rare, ie this new system is a nerf. Getting a Chef/BE combo together and the complexity and all the factory time to make the food with the additives will be hard enough to do. Through in the high meat requirement, it because impossible.


So until the meat requirement for the BE stuff goes way down, this remains a nerf.



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SirVimes
Wed Jan 28, 2004 1:08 am
#18






Ja-van wrote:

Also 22% is a nice number, but is that bonus actually noticable in combat? if not is anyone going to be willing to pay 50-100k for a crate (again dont knwo what the cost is but anything with meats is going to be expensive)


Denoby Master Chef







I don't have an answer on the first part


But as for the second part, it is not 22%, it is +22 to the skill. I looked at pikemen, who use the block skill. Every time they go up a box, they get +15. So this bonus is like going up more than 1 skill box.


How effective it is...we will need to test it.


fatgit
Wed Jan 28, 2004 1:57 am
#19

OK, with BE supplies, that is a "wow" item.

I am starting to crawl back into my corner with a slight smile, it would be a bigger smile but I recently dropped BE
SirVimes
Wed Jan 28, 2004 2:21 pm
#20






VirusSD1 wrote:

Well i'm glad there was a test on the +skill buffs but has anyone tried it on a +stat buff yet? Wonder if there would be a significant difference between the two for the BE addatives? I will try. I wanted to try a schematic that called for a heavy buff, and that is what I had the resources for at the time.


Also can you put a light, med, or heavy addative in any of the schematics or only light if it says light optional? If the schematic says light, you can put in light. If the schematic says medium, you can put in light or medium. If the schematic says heavy, you can put in any additive.





azjones
Wed Jan 28, 2004 6:12 pm
#21

Can anyone explain to me why the additives were done the way they were? I just don't understand why we can't put the BE enhancers directly into the schematic instead of having to add a whole other step to an already elaborate process. The impression I'm getting is that the additives can't be experimented on, which would be the only reason why I could see doing it this way.



Evrab Ackicky (Chilastra)
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sciguyCO
Wed Jan 28, 2004 6:50 pm
#22






azjones wrote:

Can anyone explain to me why the additives were done the way they were? I just don't understand why we can't put the BE enhancers directly into the schematic instead of having to add a whole other step to an already elaborate process. The impression I'm getting is that the additives can't be experimented on, which would be the only reason why I could see doing it this way.





Good point. Maybe a light BE tissue can be put into a medium additive, givingmore bonus than a light additive, but less than a mediumadditive with a medium tissue? So even though a medium additive schematic specifies a "medium bio component" thismeans the same thing as anIthorian Mist specifying a "Medium Food Additive" (even though itwould accept a light).


This would allow foods that take medium additives to take better advantage if the only bio components available to you are light. Although it does make me wonder why you'd put a light tissue + light additive into a food/drink that takes a medium. The difference in resources isn't that much between a light additive and a medium.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Ciirybeccaskyr
Wed Jan 28, 2004 9:02 pm
#23






smw356 wrote:
this would be nice if block actually worked =p







This guy hit the nail on the head. This food buffs a broken stat. Block dosnt work. the mod is there and you do get roll to "block" but guess what when you do you still take all the damage. I did some retesting on it last night killing turtles and there dodge/counter attack worked properly however the block still gave a floty damage equal to what it should have been adjusted for resits AR and AP from the numbers in the combat box.


This and your other stat foods will be nice for pvp but im sure you know its not nearly everyone athat PVPs and i would guess closer to 25% of the players do and then only 5-10% do enough to care to take these marginal advantages. That cuts down on your customer base considerably.





Not a chef so tell me to go away if you want but i do understand the crafting system the combat system both for PVP and PVE as i have done each a good bit. In addition i use enough foods that i have a vested interest in the outcome of this nerf




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Magicman_33
Wed Jan 28, 2004 9:35 pm
#24

Hey I looked and havnt seen any info on this in the BE forum, so can someone list what resources are required for the supplements. I have a couple be's that will make me schematics and i can run them in my factory myself.
VirusSD1
Thu Jan 29, 2004 1:42 am
#25

Well i'm glad there was a test on the +skill buffs but has anyone tried it on a +stat buff yet? Wonder if there would be a significant difference between the two for the BE addatives?


Also can you put a light, med, or heavy addative in any of the schematics or only light if it says light optional? Very important to know for the non-testcenter chefs on what to prepare for really. Because if we can just put heavy addatives in all foods then we know what to do, if not then we'll just have to figure out more schematics really.



-Vis
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Ezran
Thu Jan 29, 2004 8:57 am
#26



azjones wrote:
Can anyone explain to me why the additives were done the way they were? I just don't understand why we can't put the BE enhancers directly into the schematic instead of having to add a whole other step to an already elaborate process. The impression I'm getting is that the additives can't be experimented on, which would be the only reason why I could see doing it this way.



You're right, it's lazy on the DEVs part so that if they change the BE supplements, they only need to change 3 chef schematics. It's a pain, but it might result in less bugs later. (hehe, might)



Ezran
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