Chef Archive
Thread: Component Experimentation Results
As a new chef, I was curious how experimentation of a foods sub-components effected the final product. As I looked to this forum for results, it seemed there were a lot of people confused about exactly how beneficial component experimentation is. So, I set up this experiment to see how much experimentation of subcomponents, namely Aludium in this case, affects the final product.
For my experiment, I made 4 Ryshcates. In each I used these identical resources:
Domestic Rice: 570f, 756pe, 768oq. Berries: 714f, 947pe, 979oq. I used old carbosyrup I had laying around, so I dont know the resource I used in it, but it was experimented to 61% Nutrition.
This was the control. For the variable of the experiment, I created 4 Aludiums, using identical resources, but experimented (or not experimented) in different ways. The resources I used in the aludiums are:
Fruit: 1000f, 997pe, 877oq. WildRice: 987f, 592pe, 640oq. Steel: 967oq. Radioactive: 914pe, 988oq.
I created 4 aludiums for the experiment.On #1I did no experimentation on at all. This was the Control aludium. It's stats were 24% Flavor (I will call this Duration from now on, as it effects the buff's duration), 25% nutrition (I will call this Quality, as it effects the buff's strength), and 24% quantity. The remaining 3 were experimented fully in one line. Any extra points after completing one line were not used. #2 was fullyexperimented in Duration. It's stats were 88%/25%/24%, with the 88% being the duration of the buff, followed by the quality and lastly the quantity. Aludium #3 was fully experimented in Quality. It's stats were 24%/88%/24%. Lastly, Aludium #4 was fully experimented in Quantity, with stats of 24%/25%/88%.
As you can see, I chose resources that kept all three stats very close to each other by default, to have the least possible variance (24/25/24). I further experimented each line to 88%, and then spent no additional points. What I was most interested, and what I will show below, is to what extent each experimentation stat effected the final product. I did NOT experiment any of the final products, so that the variances we are seeing are purely based on the experimentation of the sub-component Aludium. Onto the results.
Ryshcate #1 used the Control Aludium. Its stats were +208str/quick/foc, 7uses, 365 seconds.
Ryshcate #2 used the Duration Aludium. Its stats were +208str/quick/foc, 7uses, 425 seconds.
Ryshcate #3 used the Quality Aludium.Its stats were +258str/quick/foc,7uses, 365 seconds.
Ryshcate #4 used the Quantity Aludium. Its stats were +208str/quick/foc, 13uses, 365 seconds.
What this shows, is that equal experimentation in the three different lines produces different gradients of improvement.
A 3.67x increase in Component-Duration Value results in a 1.16x increase in Duration.
A 3.67x increase in Component-Quality Value results in a 1.29x increase in Quality.**
A 3.67x increase in the Component-Quantity Value results in a 1.86x increase in Quantity.
** Quality Experimentation was adjusted to make it equal to the other two lines, because of the fact that Quality started off at 25%, while Duration and Quantity started at 24%.
What I found from this, is that there is a very large discrepancy betweenhow much component experimentation in duration/quality and quantity effects the final product. It would appear to me that for the most "bang-for-your-buck", one should experiment their components fully in Quantity. This belief is further strengthened by experiences with final-product experimentation. Through my limited Master Chef experiences, it appears that for every 2 points put into final-product Quantity, the # of uses only increases by 1 point. However, experimentation in the Quality can greatly increase the strength of the buff. Thus, I think that unless you are trying for that Uber-GuinessBookofWorldRecords buff, you are generally better off experimenting your (liquid) components for Quantity, and then spending all of your final product experimentation points into the Quality.
Those were my findings as well for the most part.
Although one thing to concider is the final cost factor. With experimenting quantity on aludiums fora run of BOH i would only be decrecing my buff by a small amount as long as i fully experimented the final product in quality, BUT the stacks sizes grew so large (up to 27 charge stacks) that the price of the final crate outweighted the larger stack size benifit.
I price per charge and for BOH its 500 cr per charge. I found through trial and error (at least on my server) that at 500 cr per charge the most people seemed comforatable paying for was 15 charge stacks which made the full crates 200k. Any more than that and people wouldnt buy them, if i tried to split the crates with 27 charges they wouldnt sell well either as people want full crates even if they have less charges in them for some reason)
So make sure to balance your quality and quantity with what your patrons will pay for crates.