Chef Archive

Thread: Does Food Assembly Attachments Help with Crafting at all and is the cap +25?

MetootheCHEF
Thu Oct 14, 2004 10:12 am
#1

Does Food Assembly Attachments Help with Crafting at all and is the cap +25?



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sciguyCO
Thu Oct 14, 2004 10:19 am
#2






MetootheCHEF wrote:

Does Food Assembly Attachments Help with Crafting at all and is the cap +25?





Answers: Sort of (but not really) and yes.


Assembly attachments improve your success rate with the initial combination. Since chefs don't use looted components, a critical failure isn't that big of deal, we just try again (although this can be annoying when it uses up additives). At Master chef, the vast majority of combines come out with a great success. Assembly SEAs (and Pyollean cake) will also increase the chances of getting an amazing success, but for some reason food doesn't come out any better when you get an amazing vs. getting just a great success: the initial percentages and stats are the same, and the max is the same.


So since we don't really lose anything from a critical failure, and don't gain anything from an amazing success, assembly bonuses don't do anything for chefs. Now, I can't think of any reason why the amazing vs. great assembly wouldn't be considered a bug (I've /bugged it myself), but no ETA on when it would get fixed.


Hope that helps.







Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
moody628
Thu Oct 14, 2004 11:07 pm
#3

The cap should be +20, like everything else.




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sciguyCO
Fri Oct 15, 2004 1:24 am
#4






moody628 wrote:

The cap should be +20, like everything else.





No, the cap from skill attachments is +25 for every skill.


For +experimentation, +20 is what most people aim for, since that's all you need for the additional two experimentation points, and you can't get three points because +30 is above the cap. But having the extra +5 does count, and does have a small effect on your experimentation success.







Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
CaraAnam
Fri Oct 15, 2004 2:51 am
#5

Hmmm perhaps i misunderstand but i always thought if you got amazing it meant more xp points to put into other categories......take for example brandy if you....get amazing and max out your nutrition bonus....you then have more xp points left over with to put into duration of the buff........??? am i wrong on this? or no.......getting more amazings...is like a huge deal then if you are only a 10 or 11 point chef....cuz we need all our xp points to make any kind of decent foodstuff



Cara' Anam
~12pt Master Chef/Master Tailor~
Cara's BioKitchen & BioWear
-2636, 1903 New Reno, Dantooine
Battery
Fri Oct 15, 2004 4:05 am
#6






CaraAnam wrote:

Hmmm perhaps i misunderstand but i always thought if you got amazing it meant more xp points to put into other categories......take for example brandy if you....get amazing and max out your nutrition bonus....you then have more xp points left over with to put into duration of the buff........??? am i wrong on this? or no.......getting more amazings...is like a huge deal then if you are only a 10 or 11 point chef....cuz we need all our xp points to make any kind of decent foodstuff






You're kind of right. Anormal xp adds...7%/point ( I think ) and an amazing adds 8% (?)So you cap faster with an amazing success there by having the extra point to spend on something else.
sciguyCO
Fri Oct 15, 2004 4:21 am
#7






Battery wrote:





CaraAnam wrote:

Hmmm perhaps i misunderstand but i always thought if you got amazing it meant more xp points to put into other categories......take for example brandy if you....get amazing and max out your nutrition bonus....you then have more xp points left over with to put into duration of the buff........??? am i wrong on this? or no.......getting more amazings...is like a huge deal then if you are only a 10 or 11 point chef....cuz we need all our xp points to make any kind of decent foodstuff






You're kind of right. Anormal xp adds...7%/point ( I think ) and an amazing adds 8% (?)So you cap faster with an amazing success there by having the extra point to spend on something else.




Amazing successes do help you when experimenting (and it is +7 per point with a great and +8 per point with an amazing). As a 10 or 11 point chef, you can get an additional "virtual" experimentation point if you put 7 points into a category (usually nutrition, although filling on Vercupti would also benefit when going for 50) and keep trying until you get an amazing success. That will give you the same benefit as using 8 points and getting only a great success. +7 per point * 8 points = +8 per point * 7 points.


However, the original question was regarding +assembly, which doesn't effect experimentation success, only the initial combine. On that initial assembly, there is no difference between a great and an amazing success.







Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Jimborinius
Fri Oct 15, 2004 6:21 am
#8






sciguyCO wrote:





Battery wrote:


You're kind of right. Anormal xp adds...7%/point ( I think ) and an amazing adds 8% (?)So you cap faster with an amazing success there by having the extra point to spend on something else.




Amazing successes do help you when experimenting (and it is +7 per point with a great and +8 per point with an amazing). As a 10 or 11 point chef, you can get an additional "virtual" experimentation point if you put 7 points into a category (usually nutrition, although filling on Vercupti would also benefit when going for 50) and keep trying until you get an amazing success. That will give you the same benefit as using 8 points and getting only a great success. +7 per point * 8 points = +8 per point * 7 points.






This sounds very interesting.


But can you explain in a little more detail what I put in bold above? Or is there a post that goes into more detail?


Thanks very much,





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Jimborinius
Fri Oct 15, 2004 6:42 am
#9

nvm, i think i found it in the faq.



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0000000000000000000000000
0000000000000000000000000
0000000000000000000000000
0000000000000000000000000 Waypoc Jaypec
0000000000000000000000000 <MoM><FWA><RoM>

0000000000000000000000000 Light Jedi Elder ~ FWA Council
0000000000000000000000000 "Master of All Trades - Jack of None" ~ Me
KMad
Fri Oct 15, 2004 6:47 am
#10






Jimborinius wrote:





sciguyCO wrote:


Amazing successes do help you when experimenting (and it is +7 per point with a great and +8 per point with an amazing). As a 10 or 11 point chef, you can get an additional "virtual" experimentation point if you put 7 points into a category (usually nutrition, although filling on Vercupti would also benefit when going for 50) and keep trying until you get an amazing success. That will give you the same benefit as using 8 points and getting only a great success. +7 per point * 8 points = +8 per point * 7 points.






This sounds very interesting.


But can you explain in a little more detail what I put in bold above? Or is there a post that goes into more detail?


Thanks very much,







i'm no sciguy, he knows the numbers of how it works *far* better than i do. but i can tell what i do, as a 12 point chef, and that may help you understand better.


when i make my brandy, my first experimentation roll is8 points into nutrition, all at once. if i get a great success, i hit +423. if i get an amazing success, i hit +438, which is way better, for the same number of points. i always spend my other 4 points in duration.


if i don't get the amazing on the big roll for nutrition, i'd have to spend another point there to get to +438, and i'd have less points to use in duration. so, the +423 glasses i don't make into schematics, i put those on my singles vendor. and, when i get an amazing and hit +438, then i do my little superstition routine, part of which includes drinking bespin port, and hope for an amazing there too, which puts me at 46 minutes rather than 45.


obviously stats on the resources vary by server, i'm just giving specifics so you can see that the 7% vs 8% really does have a dramatic effect when you're spending a BUNCH of points in one experimentation roll.





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Because Whit's too lazy to cook it all herself!
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Jimborinius
Fri Oct 15, 2004 9:05 am
#11





KMad wrote:


i'm no sciguy, he knows the numbers of how it works *far* better than i do. but i can tell what i do, as a 12 point chef, and that may help you understand better.


when i make my brandy, my first experimentation roll is8 points into nutrition, all at once. if i get a great success, i hit +423. if i get an amazing success, i hit +438, which is way better, for the same number of points. i always spend my other 4 points in duration.


if i don't get the amazing on the big roll for nutrition, i'd have to spend another point there to get to +438, and i'd have less points to use in duration. so, the +423 glasses i don't make into schematics, i put those on my singles vendor. and, when i get an amazing and hit +438, then i do my little superstition routine, part of which includes drinking bespin port, and hope for an amazing there too, which puts me at 46 minutes rather than 45.


obviously stats on the resources vary by server, i'm just giving specifics so you can see that the 7% vs 8% really does have a dramatic effect when you're spending a BUNCH of points in one experimentation roll.




Thanks very much for the info. This helps alot.


CanI ask though what are the recommended stats for resources to get a +438 @ 46m @50fill?


Do all of the ingredients need to be HQ? Meaning; cereal, berries and fruits? Also the BSN needs to be +82?


Will the current spawn of Clascle Berries and Corellian Wild Corn put me there? I already have some HQ Fruits.


Thanks again.






0000000000000000000000000
0000000000000000000000000
0000000000000000000000000
0000000000000000000000000
0000000000000000000000000
0000000000000000000000000 Waypoc Jaypec
0000000000000000000000000 <MoM><FWA><RoM>

0000000000000000000000000 Light Jedi Elder ~ FWA Council
0000000000000000000000000 "Master of All Trades - Jack of None" ~ Me
sciguyCO
Fri Oct 15, 2004 9:35 am
#12






Jimborinius wrote:



Thanks very much for the info. This helps alot.


CanI ask though what are the recommended stats for resources to get a +438 @ 46m @50fill?


Do all of the ingredients need to be HQ? Meaning; cereal, berries and fruits? Also the BSN needs to be +82?


Will the current spawn of Clascle Berries and Corellian Wild Corn put me there? I already have some HQ Fruits.


Thanks again.






First, don't worry about the cereal stats. Food subcomponents have no effect on the stats of the final food, so just get some cheap, grind-quality cereal for the alcohol.


Second, you may want to try finding some better BSNs. 85 seems to be the standard for most chefs. For brandy, each +1 on the additive gives you an addition +2-3 on the buff (assuming identical experimentation results). It's not much, but it can push you over the +400 / +410 point that so many customers seem fixated on.


Finally, the "recommended stats" question requires a bit of math. Feel free to let your eyes glaze over.


Leaving out additives for now, the food stats are determined by two things: the min/max range of the stat (hard coded for each schematic) and the final experimentation percentage. The experimentation percentage determines where in the min/max range you actually hit in a linear fashion. So for unenhanced Brandy, if Nutrition is at 0% the buff size is +150. If Nutrition is experimented to 100% the buff size is +240 (this has to be extrapolated, since no one ever sees 1000 OQ / 1000 PE fruits and berries). Experimental percentages in between are calculated with this equation:


MinStat + (MaxStat - MinStat) * Percentage = FinalStat


So if you experiment Brandy to 80% Nutrition, you end up with:


150 + ( 240 - 150) * 0.80 = 222


so the Brandy will come out with +222 M/F/W.


To determine the experimentation needed to hit a certain buff size, you just work backwards. So if you wanted a +200 buff brandy:


200 = 150 + (240 - 150) * Percentage
Percentage = ( 200 - 150 ) / (240 - 150 ) = 56%


So you have to be able to experiment the Nutrition category to at least 56% to hit a +200 buff. The simple answer to the "recommended resource stats" for this Brandy would be that you'd need berries and fruit with OQ and PE above 560 (multiply the percentage by 1000). The more complicated answer involves the stat weighting listed in the schematic, but I'll leave that out unless you really want to dig into the numbers.


Now, all that is without an additive, but that limits you to around +230 buff even with really good resources. Customers don't want that, they want +400.


The stats of the food when an additive is used just adds another term to the above equation:


[ MinStat + (MaxStat - MinStat) * Percentage ] * (1 + AdditiveBonus / 100) = FinalStat


The additive gives a percentage boost to the stat value you'd get without the additive. So re-running our first example with an 85 BSN gives us this:


[ 150 + ( 240 - 150) * 0.80 ] * (1 + 0.85)= 410


Technically, it's 410.7, but the game appears to round down to the nearest decimal place.


To determine the experimentation percentage needed when using an additive, you work backwards using the equation with the additive term. Say we wanted to make some really uber +435 brandy, and fortunately have some 88 bonus BSNs (which are pretty hard to come by, BTW):


435 = [ 150 + ( 250 - 150 ) * Percentage ] * (1 + 0.88 )

Percentage = ( 435 / 1.88 - 150 ) / (250 - 150) = 91


Again, technically it's 90.4255, but when going in this direction I always round the percentage up to make sure I meet or exceed the desired value.


So for this stuff, you'll need berries and fruits with OQ and PE over 910.


There's some more stuff involved (like determining the initial percentage, and from that figuring out how many experimentation points you need to hit the required percentage), but I think I've probably thrown enough numbers around for now.


So, can you tell I'm a bit of a math geek? I think I've had more fun reverse-engineering the crafting code than actually playing the game.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
sciguyCO
Fri Oct 15, 2004 9:41 am
#13


Oh, one more thing:


The "food chart for chefs" (linked in the "read this" sticky) has values for the min/max buff size and duration for all the foods. The filling and quantity are a bit fuzzier, since those always deal with low numbers and/or a narrow range, so it's harder to accurately extrapolate the min/max values. Since Brandy is a popular item, I'm pretty confident in the numbers I've got for that.


For 50 filling you need 20% in the filling category (which is usually hit on the initial assembly unless your resources have a really bad DR). For 46m you need 54% in Flavor. +438 requires 92% in Nutrition with an 88 BSN, 97% with an 85 BSN, and is impossible with an 82 BSN.


With such a high percentage in Nutrition, I don't think you can hit both the buff and duration unless you're a 12 point chef (and even then you need some really good resources and maybe an amazing experimental success or two).

Message Edited by sciguyCO on 10-15-2004 10:41 AM





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
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