Chef Archive

Thread: Aludium questions?

fatgit
Wed Jan 14, 2004 3:50 am
#1

My own findings are, that aludium made with absolute rubbish materials will yield an end product only minutely different to aludiums made with excellent ones. The same goes for all the components apart from startshines.

This is not gospel, and some people may say it makes no difference, others will say it makes a fair difference, I can only testify to my own observations (and I dont observe much if its for PA consumption )

As for final combine overall effect of the percentages, I'm sure someone will post a massive complex formula that scares the beejesus out of me, but again, my own observations show OQ is definitely weighted more in favour of good results.

Im probably not much help here
DashZero
Wed Jan 14, 2004 7:24 am
#2

Ive found that its best to experiment it differently depending on what you are making. If you truely want to understand it, Id recommend that you spend an afternoon playing with it. Get a base set of ingredients. Experiment the alu all one way and make a final product...see what you get. Then do a diff stat on the alu and repeat. Just be sure that you use that same ingredients and that you experiment the finals the same way or not at all. Be sure to write down what you do and results you get...after an hour or so, it becomes a big hodgepodge of numbers if you dont have somewhere to "look" at it.



Nikkii Nightstrider - Eat, Drink and Be Merry!
Eat at Nikkii's - Fine Foods and Fashions
Nabubu (-1400, -4030)
Coronet (524,-5244)
PSKstang
Wed Jan 14, 2004 12:44 pm
#3

Yea I guess I am going to play around with it some. I made a batch of 120 aludiums as described above to make some fishaks and after that I will probably mess around with numbers to see what I get. Thanks for the input.



-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
PSKstang
Wed Jan 14, 2004 1:43 pm
#4

I made a batch of aludium with average resources (33,33,33 ratings for fruit and cereal was 650 or so for both, I did 50,50 for OQ/UT on metal and it was about 800, and finally my radioactive sucked 50,50 OQ/PE was at 500). Anyways the final aludiums (made 4 schematics) were Texture 18%, Nutrition 70% (maxed), Quantity 40%.


So, are those good experiment numbers? Will they produce some decent products? Also is every aludium the same and what differs is the experimentation? For example is every aludium a duration of 100, buff of 100, and quantity of 10 (all made up numbers) so that according to my experimentation numbers I would get a duration of 118s, buff of 170, and quantity of 14? Or does the aludium base stats also differ with the resources, and then it differs further with experimentation? The chef FAQ says that its not sure but thinks my first assumption would be correct, perhaps some more conclusions have been made since the FAQ was written.


Last thing, I think I should be focusing my resource stats on 22,33,44 instead, at least for my aludiums since I want a bigger buff size, correct? And are my metal and radioactive stats and percentages correct or did I input them wrong in SWGcraft.com? The chef FAQ says OQ for metal/radioactive, anyone seen otherwise? And 22,33,44 seems like the way to go but I just want to be sure that this is the best way for quantity/buff.


Sorry for all the questions (and there are alot), but Im trying to make the best stuff possible and would like to completely understand the sub component process.


Thanks for your continuing answers and patience, it is much appreciated.




-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
sciguyCO
Wed Jan 14, 2004 2:39 pm
#5






PSKstang wrote:

Also is every aludium the same and what differs is the experimentation? For example is every aludium a duration of 100, buff of 100, and quantity of 10 (all made up numbers) so that according to my experimentation numbers I would get a duration of 118s, buff of 170, and quantity of 14? Or does the aludium base stats also differ with the resources, and then it differs further with experimentation? The chef FAQ says that its not sure but thinks my first assumption would be correct, perhaps some more conclusions have been made since the FAQ was written.




Here's my personal theory, but I'm not really sure enough about it to have included it in the FAQ.


All foods have a hard-coded minimum and maximum buff, duration, and quantity. The resource stats determine the maximum experimental percentage (how close you can get to the hard-codedmax which would only be achieved by experimenting up to 100%) based on some weighted sum using the percents listed under each category. Your experimental success determines how high the actual percentage gets. The food statistics uses the final percentage by to determine where in the min-max range the final results lands.


So let's say a Bofa treat has a minimum +25 action, 75s, stack of one and a maximum +75, 125s, stack of 10. For the sake of argument, let's use the 33/33/33 stat distribution on all categories.


8 cereal: Flavor 500, PE 800, OQ 800
3 organic: Flavor 700, PE 700, OQ 700


The "quality" of the final bofa would be calculated like this:


( 0.33 * 500 + 0.33 * 800 + 0.33 * 800 ) * 8/11 + ( 0.33 * 700 + 0.33 * 700 + 0.33 * 700 ) * 3/11 = 694


The part in the parentheses are the sum of the stats for each resource with the percentages, then you add those two numbers together weighting by how big a chunk of the final item is made up of that resource. So the highest experimental percentage on all three categories would be 69%.


Max buff with these resources: 25 + ( 75 - 25 ) * 0.69 = 59.5 (so probably +59 action)
Max duration with these resources: 75 + ( 125 - 75 ) * 0.69 = 109.5 (109s)
Max quantity with these resources: 1 + ( 10 - 1 ) * 0.69 = 7.21 (stack of 7)


For foods with components, only the raw resources used affect the experimental percentages. Each component has a buff, duration, and (for some) quantity bonus that gets added to the numbers determined by your experimentation on the item. So say there was an advanced Bofa Treat was identical, but also took a carbosyrup. A hypothetical carbo has a minimum buff of +5, maximum of +20, minimum duration of 5s maximum of 15s, and no quantity. You'd go through the same calculation as above to find out what the resulting buff is on the carbosyrup, but you won't be able to see the results of your effort since component stats are not displayed.


Using a +20/15s carbosyrup and the same cereal/organic as the first Bofa would get you an advanced Bofa with +79/124s/7stack. The +20/15s bonus is independent of the experimentation done to the final Bofa treat. Multiple components are additive, so an Air cake with carbosyrup and dough gets bonuses from each, a Cortyg will get double the bonus of an alcohol since it requires 2.


NOTE: Again, this is my personal theory, although I have been able to confirm some pieces:



  1. Components' addition to final items. The addition is greater for higher-level components.

  2. Resource stats determining max achievable percentage (although the contribution percentages in the food schematics are wrong on most foods). This is also in line with other crafting professions.

  3. The existence of some minimum buff/duration/stack size.A few crit fails left me with categories at 0%.

  4. Component's contribution independent of final item's experimentation. I'd use the food stats afterthe initial assembly with an experimented and un-experimented component. If the experimented component gave 25 more to the buff, aftermaxing out the nutrition on the two final items the one with the experimented component still only had 25 more to the buff.

The best way I've found to get a feel for this is to only experiment on the components, not the final item. As long as you use the same resources and get the same success type, the final item will always be identical before experimentation. Or use resources that caps a category low enough for you to reach maximum. For the different alcohol components, I usually use Durindfire or Corellian Ale as my test drinks.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
DashZero
Wed Jan 14, 2004 2:53 pm
#6

*laugh* you still scare me



Nikkii Nightstrider - Eat, Drink and Be Merry!
Eat at Nikkii's - Fine Foods and Fashions
Nabubu (-1400, -4030)
Coronet (524,-5244)
sciguyCO
Wed Jan 14, 2004 3:22 pm
#7






Nikii_Nightstrider wrote:
*laugh* you still scare me




Muaahahahahaha!!!!


What can I say, I get an unseemly amount of enjoyment from reverse-engineering the crafting system. Let's not go into the time I tried to use the resource stats, the max percentages reachable through experimentation, and a program that solves linear systems to try todetermine the actual schematic stat percentages. No, I didn't get anything, the fuzzyness from the rounding on the final percentages came up with some really weird numbers. I'm sticking with the 44PE/33OQ/22Flavor for buff size, 100% OQ for quantity, and just ignoring duration...






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
PSKstang
Wed Jan 14, 2004 3:30 pm
#8

Hmmm interesting. I need to be in the chef game longer so I an mass up more resources of different types and then start testing, then again, perhaps I should hold off my testing till the revamp. Anyways, thanks for the info sciguy, and yes both here and on the FAQ I can keep up with the math . If you have any other theories which you need tested, please send me a PM. I need something to do while my factories are taking 2+ days to make my aludiums haha.




-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
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