Doctor Archive
Thread: New Theory: ABEC Has PARTIAL Charges (Correspondent Attn appreciated)
Sarkyn wrote:
Mahabret wrote:
I think it's #1, fractions that don't show. I've seen this happen with charges AND power (I do experiment some on power in my ABEC's).
Guess I need to start tracking the final % result in the ABEC names.
I think, if this happens (and the evidence seems to support it everywhere I look) that it's happening in the entire crafting system.
That would mean weaponsmiths, armoursmiths, even chef's must be seeing oddities like this, and probably more thana few of them have noticed it as well.
I'm going to start plotting %'s in my component names as well. We've got no choice really, if SOE won't give us all the numbers they're using, we have to record them ourselves.
Does anyone else feel this should be shown?
(This totally deserves a necro) ![]()
I recently discovered that even tracking the component experimental percentages (%) isn't good enough... I've found a case where two subcomponents with both the same display value AND the same experimental percentage (though made with different resources) yield slightly different results in the final product...
And, to make it worse, the case was again charges on the ABEC -- one version required 2 great successes to hitmy target of 3 charges over the base; the other required 1 great and 1 amazing... And ABECsalready have a 5% or so variance per displayed charge... So now I have to track both percentages and resources... I guess I might as well just leave the actual numbers out of my subs entirely, since they don't really bear any especially meaningful relationshipto the things I'm crafting...
This all leads me to a question... With all the snazzy things this game can do, couldn't it round offa few numbers too? (Not that I necessarily want this changed, but it does make me wonder...)
ForceFart wrote:
Related to your discussion on percentages, during the development of my philosophy on crafting as a doc, I did extensive testing on Bespin Port.Results I cam eup with showeda dramatic reduction in failures, while having almost no effect on increasing the number of amazing results. This tells me that not only is a percentage system used to determine values in the background, but that results are being bumped on the failure scenarios at a higher percentage than the success scenarios. This may be because mathematically, the high success scenarios (Amazing) are actually a smaller portion of the standard deviation (bell curve), than the failure scenarios. In other words, maybe failures are anything ranging from 0-49%, and amazing success is 95%-100% (just throwing numbers out there). Applying bespin to the low range always seems to have the effect of never getting a failure (I have crafted thousands of items, and have never received a failure using bespin, as a 12 point master doc). Conversely, I have seen so few amazing successes, in either bespin or non-bespin cases, that there is not enough data to determine if it even effects those scenarios..
Finally, it has to be asked-- does "luck" (FS skill) apply to all or anythings in the SWG world? IE dice rolls in combat, gambling, or (please) crafting.
Corvin
ooo, nice post..you sound like a scientist..(compiment not a slight).. i would think that if 'luck' does apply to all things (especially crafting) then the Devs should tell us...but i really think it only applies to looting better items and more creds from NPC's..