I've noticed a couple posts about recipes requiring resources that are missing PE or Flavor causing problems. I just thought I'd see what I could do to clear up what I feel are some misconceptions.
Note: this is strictly from my own testing in-game, no top-secret correspondent stuff.So far I've just been catching up ongossip and the blackmail pictures the other correspondents have been showing of SirVimes in pink hotpants now that he's gone.
1) Good stats = high experimentation max
The quality of your resources directly affects the maximum percentage you can experiment to. For single-resource items, this is fairly straight forward. Take the stat percentages listed for the experimental category, multiply those by the stat values, add them up, and divide by 10. This will be the "hard cap" on the percentage.
As an example, take Accaragm. It only requires Fungus as a raw resource (components do not contribute anything to the final product). Nutrition depends 66% on PE, and 33% on OQ. If we had PE 750 and OQ 600 fungus, the maximum Nutrition percentage would be:
( 750 * 2 / 3+ 600 *1/ 3 ) / 10 = 70
So with this fungus, you will cap out at 70% Nutrition.
The calculations seem to actually use 2/3 for the 66% and 1/3 for the 33%, so either use the fractions, or expand the decimal to4 or5 places ( 0.33333 * OQ ) and round to the nearest whole number.
2) Multiple resourcesand stat "weighting"
When there are multiple resources in the recipe, each type's contribution gets scaled based on how many units of that resource is used making the final product. First, determine the weighted stat:
Weighted Stat = ( stat1 * units1 + stat2 * units2 + ... + statN * unitsN) / (stat1 + stat2 + ... + statN)
statX means the stat on resource type X, unitsX means the amount of type X used in the recipe.
So Ahrisa uses 20 greens and 10 flowers (again, the contribution from the soypro is ignored). Say we had greens with OQ780, PE900 and flowers with OQ600, PE 810
Weighted OQ = ( 780 * 20 + 600 * 10 ) / ( 20 + 10 ) = 720
Weighted PE = ( 900 * 20 + 810 * 10 ) / ( 20+ 10 ) = 870
Then you take the weighted stats and combine them in the same way as we did in part 1 to find the max percentage:
Max Nutrition = ( 720 * 2 / 3 + 870 * 1 / 3 ) / 10 = 77
With these resources you'd be able to experiment up to 77%.
3) Missing stats
Ok, most of the above has been prety well hashed out, but after some pretty extensive testing I believe I've hammered out how the game deals with missing stats: it ignores them completely. They don't contribute anything (obviously) and they don't "drag down" the other resources.
When calculating the "Weighted stat", the denominator (the "total units" value) should only count the number of resource units that actually contain that stat. So Vercupti uses 10 tubers, 20 insect meat, and 20 lubricating oil. When calculating the weighted PE, you plug in the PE values for the tubers and meat, ignor the oil, and divide by 30 (which counts only the units of meat + tubers). The OQ used would be the weighted combination of the OQ of all three stats.
I came across an interesting thing regarding "organic" requirements (like with Bofa Treats). It seems like it will use the "Missing stat" calculation when you use something like bone or hide, but the "all stats" method if you use flora or meat. This may be specific to food, since I seem to recall a mention by doctors where they got better results using liquid petro fuel as a "chemical" resource in items that require PE (fiberplast, lube oil, and polymer do not have this stat, petro fuel does).
4) Garrmorl: the exception that proves the rule
Ah, Garrmorl, how we love to hate you. Since I've noticed mobs tend to do mostly health pool hits,a Health/Str/Con equivalent of Vas Brandy would be perfect for PvE, wouldn't it? But no matter what we use we can't get the nutrition or flavor percentages above 33, even if we could get our hands on 1000 OQ hide and bone.
Well, that's because in this case there isn't
anything to build the "Weighted PE" or "Weighted Flavor" from. No resources in the schematic have those stats, so there's nothing to add in. Although it looks like the devs are calculating "0 / 0" as 0 (since nothing adds into either the top or bottom of the weighting). I guess if they used 0/ 0 = infinity we wouldn't be complaining.

Incidently, you can see the same behavior if you use hide or bone in T'ssolok (requires only "organic").
Message Edited by sciguyCO on 03-23-2004 10:17 PM
Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff