Combat Medic Archive
Thread: Crafting numbers
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jfang
Fri Jun 11, 2004 7:09 pm
#1
I was trying to calculate the forumla for crafting of our poisons, diseases, and area stims, and found some results. I have some partial results, but could use some help finalizing them. What I have found so far:
-Resources used when crafting a subcomponent only affect initial and maximum experimentation percentages. They do not affect the numbers directly.
-The maximum experimentation percentage is the intuitive number: ((% importance * resource attribute) / number of resource bins used), sum the total
-When rounding, you round to the nearest whole number. .5 rounds down.
-In a multi-stat experimentation line, there appear to be two distinct experimentation lines. For example, in the advanced dispersal mechanism, if your charges have a max of %70.6 and your range has a max of %65.2, the line will cap out at 68%. It *appears* that the two lines are independent of each other (eg, at %66 you get 21 charges 18 range, at %68 you get 22 charges 18 range.) This was determined by the fact that I could not blindly input the percentages and charges for dispersal mechanism and come up with a clean formula
- Advanced injection amplifiers: 5+70*percentage
- Advanced resilience compound:
potency: 10+90*percentage
duration: 5+175*percentage
I could use more data to calculate the dispersal mechanisms though, and possibly the poisons and diseases themselves. So far I have:
942 OQ 313 DR yavin fiberplast, 754 OQ 249 DR class 1 radioactives:
charges 17%: 9 charges, 8 range
charges 24%: 11 charges, 9 range
charges 31%: 12 charges, 11 range
charges 38%: 14 charges, 12 range
charges 45%: 16 charges, 14 range
charges 52%: 18 charges, 15 range
charges 59%: 19 charges, 16 range
charges 66%: 21 charges, 18 range
charges 68%: 22 charges, 18 range
If anybody knows anything about crafting, or cares to contribute, the more data we have the better. I hope we can eventually map out how strong we can make poisons, diseases, ranged stims, and area stims. 
Edit: Added duration to advanced resilience compound experimentation
Message Edited by jfang on 06-12-2004 12:22 AM
Gnuut
Fri Jun 11, 2004 7:31 pm
#2
I've said before DR can make a difference on the experimentation but I also noticed something when playing with 2 types of LP Fuel. I usually use a 980ish OQ, 600ish PE, 400ish DR LP to finish a poison and it will come out at 305ish Eff. I accidentally used some other LP I had the other day with 780ish OQ, 980ish PE, and 500ish DR. My effectiveness topped out at 332 with one point left out of twelve. I was rather shocked that what I had thought to be inferior LP turned out to be better for finishing poisons. Considering PE is only supposed to make up for 33% of the power in comparison to OQ at 66%.
Any chance you could test something like that Jfang? Resources on Kauri suck bantha dong so I'm limited on what I can test with 
jfang
Fri Jun 11, 2004 9:15 pm
#3
Of course, Gnuut. That wasmy end goal. Your mentioning that story before (as well as some other factors) is what perked my curiosity.
However, I also have a limited variety of resources myself, which is why I wanted to get a little more information from other people. I figure if we can get 3 or 4 people to post the spectrum of their subcomponents, poisons, and diseases (including subcomponents used), the actual crunching of numbers will be much easier to do.
jfang
Wed Jun 16, 2004 8:50 pm
#4
Nobody else wants to help? 
I didn't notice any crossover between crafting attributes. What I mean is that I used a 900 OQ, PE, and 400 DR fungi to craft an area poison, and also tried a 900 OQ, DR, 300 PE fungi. The first was about 20 effectiveness higher than the second.
I wasn't able to find a clean formula for the mixed-stat experimentation. Off-hand the experimentation for effectiveness of an area poison C appears to be about 20+ (experimentation percent*2). Then you can add the power of injection amplifiers for a maximum of probably 300. Then again, there isn't very much new about that...
Wow, my area poison C's need work. 
jkray8472
Wed Jun 16, 2004 9:22 pm
#5
DR affects the duration of the poisons/diseases. I don't believe it affects the power at all, even with crafting bonuses.
However, if you try enough times, you can get higher combinations than normal. I'll do two dozen adv BECs at once, and get 1-2 schematics that shine above the others.
Pahdbacca
Wed Jun 16, 2004 11:41 pm
#6
I tried crafting poisoons with 2 seperate liquid petrochem fuels with a difference of about 300 in DR. Doesn't seem to make a difference that I can tell.
jfang
Thu Jun 17, 2004 6:25 am
#7
It wasn't clear, but that quote of 300 maximum assumed that you could find a metal with 1000 OQ 1000 PE. A more practical max would be about 275, give or take.
Pahdbacca, your experimentations with DR seem to agree with what I came up with, that DR does not affect effectiveness at all in the final combine, even though both affect the experimentation track. This goes along with my original hypothesis that effectiveness is really 3 separate experimentation lines combined into one. (Especially as I can cap an attribute, such as duration, but still be able to increase the other two.)
Edit: Quoted the wrong person. Oops... 
Message Edited by jfang on 06-17-2004 09:27 AM
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