Chef Archive
Thread: numbers and a THANK YOU to all chefs
hey guys, i'm pretty new to this artisan thing and very knew to the chef things. i've been playing for a while and the numbers still hurt my head. there are tons of % on the schematics, numbers on each item, % for crafting and experimenting.
i can't seem to grasp the math and was looking for some help.
what do the % mean? what kind of numbers on my resources do i need to be looking for? what percents am i aiming for when crafting? experimenting?
basically - how do i know i've made good food, and how can i figure out for myself what i need to assemble to make it.
any help would be lovely.
also, i would just like to say that the chef forums are the best i've seen in this game. my one beef with SWG is the amount of whiners we have. in the chef forums i've noticed a trend in being mature and helpful and i congratulate all of you in renewing my love for community games. i'm going to be a chef no matter what just so that when i do read posts, i don't get mad. thanks all of you.
OK, I am no master, but I agetting a graps myself of what seems to be the question for you, so here goes...
The components you use fo the food you're about to make [be it hide, meat, water, or chemicals/minerals etc] each have a number of attributes to them to determine if they are useful for a given application. We chefs tend to use flavor, Overall Quality, Potential Engery for our stuff, but it could be anything. By looking at the schematic, there will be one window section on the lower right that displays the most important attribute[s]for the item. There will also be a % to how much effect each atribute will be, too. ANd it will tell you WHAT is going to be influenced by good attributes, too. Gah! It is confusing.
As an example, you have some xxx meat that has 890 Flavor and 234 PE. The xxx food you want to create says in that window, PE 33%, FL 66%.... so the Flavor being near 1000 [best for anything] is good, because it will be worth 2/3s of whatever bonus your creation gets. If you can find something wiht a better PE and a near equal FL, it would be even better for you. The closer to 1000 all the applicable attribs are, the better your results.
Whew. Next, you make your item. You should ALWAYS work with a specialized crafting tool [ie., Food and Chemical Crafter as opposed to the starting General Crafter] AND be near a specialized free-standning Food and Chemical Crafting Station, because only then will you actually be able to Experiment the foods to a better state.
When you get to the Experimenting stage, you wind up with a little window that shows more %'s of what will be improved about the food.. these are the stats of the person eating it, and the 'xxs' shows the number of seconds the buffs will last.
OK, that window goes away and you get the actual Experimenting window. Each dot you place and then hit Experiment will perhaps adjust something. Watch the item's desctription and see what changes. Any Failures will reduce stuff or void the entire item. You have to see on a case-by-case basis what will be improved based on the choices your own selection of components [those things back there with the Flavor and etc numbers under 1000] can provide.
Hope this helps.
The schematic numbers for most of the food recipes seem borked. I've been using the Air Cake percentages as a guide, since that's the only one that doesn't have the 33% flavor, 33% PE, 33% OQ that seems such a blatant lie.
You're going to want to focus on three main categories:
Quantity: This is how many doses you get in a stack. This is based100% on the OQ of your resources. The maximum number of doses varies for the different foods. For example, with high OQ organics and water, I can make an 12 dose stack of Stewed Gwouch after experimenting quantity to 85%. Other foods I can't get quite that high. You pretty much have to try out different values for the different foods to see how large they get.
Nutritional Value: This is how much the buff adds to whatever stat the food affects. For foods with negatives, the better this value is, the lower the un-buff is. So an unexperimented Sunburn may have a -85 focus. After experimentation, that can get as lower as -40. I haven't been able to determine the precise resource stat percentages, but the Air cake recipe says this is based on:
* 44% Potential Energy
* 33% OQ
* 22% Flavor
and this seems a pretty good indicator. So you'll want to find flora and meat with high PE, and a decent OQ. Oh, and for the recipes using a mineral component, using Radioactive (which is the only mineral with PE) doesn't make a difference.
Flavor and Texture: This category covers two areas: the duration of the buff and how much the food fills you up. The duration seems strongly based on flavor, while the filling is probably based on Unit Toughness. Unfortunately, there are very few ingredients with UT, so this category is going to have the fewest boxes to fill wtih experimentation. The most I've ever seen has been 6, and that was on a drink with a lot of mineral components. The Filling determines how much of the food/drink bar gets filled when you consume a dose. The only item I've been able to change the number I can eat before getting full has been synthsteak. Under 20% F&T, I could only eat 2. Over 23%, I could eat three.
Oot-eenie wrote:
sciguy, a question for you about UT, if you'vetested on it: does high UT fill you up more or less?
Well, having a more experimented "Flavor and Texture" fills you up less. It's hard to get testing done forhow much UT affects the filling(I was going off the Air Cake schematic), since few chef recipes can take resources that even have that stat. Plus, the fill bar is pretty subjective toget results from,and as I said, the Synthsteak is the only food that I could makea change to theactual number of doses I could eat.
I would say that if you can get a high UT resource, you're pretty likely to reduce how much that food fills you up, but I don't have any hard data to back that up.