Chef Archive

Thread: Initial TC (Publish 7) Information (Feb 27: Experimentation)

Ezran
Fri Feb 27, 2004 7:49 pm
#1

Barrels still don't give a modifier
Vercupti still only works for pets

Experimentation:
this is what I was after.

Here's my raw info from the /notepad

Master Chef (+100 Food Assembly, +100 Food Experimentation)
Crafting tool 0.42
Crafting Station 11.06
Bivoli Tempari
Tat Vegetable Beans
DR 929
FL 627
PE 931
OQ 285

Carnivore Meat
DR 427
FL 972
PE 958
OQ886

Amazing assembly
Filling 16%
Flavor 17%
Nutrition 21%
Quantity 24%

Great Assembly
Filling 16%
Flavor 17%
Nutrition 21%
Quantity 24%

Quantity Experimentation (theoretical max 88.6%)
24%-30% Great Success
30%-36% Great Success
36%-42% Great Success
42%-49% Great Success
49%-55% Great Success
55%-61% Great Success
61%-67% Great Success
67%-73% Great Success
73%-80% Great Success
80%-86% Great Success

Filling Experimentation (theoretical max 67.1%)
16%-21% Great Success
21%-25% Great Success
25%-30% Great Success
30%-35% Great Success
35%-40% Amazing Success
40%-45% Great Success
45%-49% Great Success
49%-54% Great Success
54%-59% Great Success
59%-64% Great Success

Artisan Assembly +70
Artisan Experimentation +70
Crafting Tool 0.42
Crafting Station 11.06

Blob Candy
Berries
DR 657
FL 653
PE 936
OQ 168

Great Assembly
Filling 11%
Flavor 10%
Nutrition 15%
Quantity 23%

Quantity experiment (theoretical max 86.6%)
23%-29% Great Success
29%-35% Great Success
35%-41% Great Success
41%-47% Great Success
47%-54% Amazing Success
54%-60% Great Success
60%-66% Great Success

Flavor Experimentation (theoretical Max 48.6%)
10%-13% Great Success
13%-15% Good Success
15%-8% Critical Failure
8%-12% Great Success
12%-15% Great Success
15%-17% Good Success
17%-20% Great Success

It looks like you have to spend all 10 Experimentation points, and get at least 2 amazing successes to fill 1 bar to its max, regardless of what it is.

Next thing I plan to do is lots of experimentation to test the failure rate. It'll probably be artisan, since I don't want to give up master chef. But t should be all the same.



Ezran
sciguyCO
Fri Feb 27, 2004 11:23 pm
#2

That about syncs up with what I was seeing. The initial percentage starts at around 20% of the theoretical max (at least on great and amazing successes), the percentage gained with a great success is 8-9% of the theoretical max. So the only way to get a better improvement than the current system (a flat +7%) is to have a theoretical max in the high 80s.


I see this as a bad thing. Let's say you want to get 2 categories to 50%. Right now you can figure out the "theoretical max" required to do this like so:


initial% + 5 * 7 = 50 (spend 5 points, get 7% per great)

MAX* 0.2+ 5 * 7 = 50

MAX* 0.2= 15

MAX = 75


So the theoretical max (for both categories) has to be 75 or above.You can do this with Nutrtion and Flavor by finding resources with PE/Flavor/OQ above 750 (not too unreasonable, especially since you can balance out low OQ with higher PE or Flavor). Doing the same thing with 12 experimentation points (so 6 * 7) means you only need a theoretical max of 40 (so basically if you can hit 50 at all, you can hit 50 in two categories with 12 experimentation points). {note to self: get +experimentation tapes}


In the new system it looks like this:

initial% + 5 * MAX * 0.08 = 50

MAX0.2 + 0.4 * MAX = 50

MAX = 50 / 0.6 = 83.3


So to reach the same point in multiple categories requires getting having a max of 83%, requiring PE/Flavor/OQ in the mid 800s. We'll need better resources to get to the same point. And if it's 9% of max, you'll need in the high 700s.


Ok, so maybe it doesn't look so bad put out like that, but that is with 10 experimentation points. What about people still going up the cooking tree?


Hmm, I guess in either case the situation is get better resources. Anyone care to look at these results and tell me I'm under-reacting? Maybe in a case where you've got bad resources and can't do anything about it (I've hit the bad crated alcohol on TC, I can't make Garrmorl).





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
fatgit
Sat Feb 28, 2004 3:47 am
#3

Can you confirm whether Vercupti still has a lower buff and duration than Blap Biscuits ?

AFAIK Vercupti is supposed to be pet only, but a Novice Chef food is well over double the buff of a Master item....

Nice to see that they still don't have a clue when it comes to barrels :/
Ezran
Sat Feb 28, 2004 8:41 am
#4



fatgit wrote:
Can you confirm whether Vercupti still has a lower buff and duration than Blap Biscuits ?

AFAIK Vercupti is supposed to be pet only, but a Novice Chef food is well over double the buff of a Master item....


Here's the thing about Vercupti:
There were rumors floating around TC before Publish 6 that there would be a master food that would increase all 3 primaries about as much as Breath of Heaven. At the same time those rumors appeared, Vercupti changed from a 1200 to all primaries buff, to a 400 to all primaries buff. So, the natural assumption would be that this is the new primary buff. Unfortunately, the pet restriction was never removed.

We're left with the current Vercupti, with no changes on TC.



Ezran
smw356
Sat Feb 28, 2004 8:49 am
#5

these expirimental changes are really really horrible. This is the exact same system they implmented before but removed because it was so utterly bad and everyone hated it. It baffles me that they are re-implmenting instead of making changes that are obviously needed.



------------------------------------
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Snitch - Master Chef / Master Weaponsmith
Militia Food and Weapons (-3119, 976) City of Fate, Naboo
Militia Food (-2556 , -4477) Tatooine (South of Bestine)
Unitarius
Sat Feb 28, 2004 9:14 am
#6






smw356 wrote:
It baffles me that they are re-implmenting instead of making changes that are obviously needed.




This is SoE. What did you expect?


Unitarius, a.k.a.,
______________________________
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Lowca, Naboo, Serenity
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Merchant 3/0/4/4
______________________________


MuttonJedi
Sat Feb 28, 2004 10:29 am
#7



sciguyCO wrote:
Doing the same thing with 12 experimentation points (so 6 * 7) means you only need a theoretical max of 40 (so basically if you can hit 50 at all, you can hit 50 in two categories with 12 experimentation points).




This has always bothered me with the current system. Someone with fairly poor resources can get two categories to 50%. Someone with great resources can't do much better, they only get the benefit of a better initial combine. Sure, great resources give you a nice high max for each category, but its pointless when you need to spread your experimentation points around.

I'm glad this is changing, but they really need to fix the recipes like Garrmorl with it.


Mutton
ewokkillah
Sat Feb 28, 2004 11:05 am
#8

There is a nice thread on the armorsmith forums that talks about experimentation too. You might want to check it out and see if you reached the same conclusions.


Here it is:


http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=36523





Michi Mi'i
Stalker of Hypocrites (retired)
Gracchus
Sat Feb 28, 2004 11:08 am
#9

How bout we put all that aside for a moment and just get the items to work the way they are supposed to so we can start selling them. I have 120 crates of enhanced snowcake I'd like to get out of my inventory.
sciguyCO
Sat Feb 28, 2004 6:36 pm
#10






Gracchus wrote:
How bout we put all that aside for a moment and just get the items to work the way they are supposed to so we can start selling them. I have 120 crates of enhanced snowcake I'd like to get out of my inventory.






That's covered in this publish, too. From the publish 7 patch notes:



  • Accuracy increasing food now increases your chance to hit your target.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Numen
Sat Feb 28, 2004 9:35 pm
#11

I have no problem with crafting working this way, but not 7+ months into the game. Across the board this lowers the quality of all crafted goods. Everything prepublish 7 will be bought by the masses to stock up on for a while.


Like someone said above, this system was placed on TC I think on Publish 5 and it was removed because of player concern. I don't know why they think players changed their minds.


This takes out the complexity of chef IMO. Right now there might be a reason to put a point into quanity or a point into filling and then the rest elsewhere. Unless I have near perfect resources(900+ all 4 stats) those points in other categories are very very rarely going to do anything.





Amandil Morier - Tempest - Master Chef
Ezran
Sat Feb 28, 2004 11:40 pm
#12


ewokkillah wrote:

There is a nice thread on the armorsmith forums that talks about experimentation too. You might want to check it out and see if you reached the same conclusions.

Here it is:

http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=36523




That's almost exactly the way I feel.

I didn't notice the increased caps from non-perfect resources. I had 934 Cond copper for crafting tools, and could only get 93-94% max.

I also didn't notice an increase for an amazing success (I'll look closer next time).

This does hurt multiple experimentation crafting more than anything else, if not for the reasons mentioned in the post, then fact that food resources will have to have an 850 average on all stats in order to see the same quality as before.

However, if you only ever experiment Nutrition, then it won't make any difference.



Ezran
MuttonJedi
Sun Feb 29, 2004 2:49 pm
#13

This doesn't have much affect on single experimentation crafting only because single experimention crafting is already heavily affected by ingredient quality.

Right now, to get to 90% on a BE additive you need ingredients with 900 average for flavor/PE/OQ. Use ingredients with 750 average instead and the additive can only go to 75%.

Compare that to a brandy experimented for flavor and nutrition. With 750 FL/PE/OQ ingredients you can get both to 50% with 10 experimentation points. Use 900 FL/PE/OQ ingredients and you can get to 53%.


Mutton
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