Doctor Archive

Thread: New Theory: ABEC Has PARTIAL Charges (Correspondent Attn appreciated)

Khazneh
Thu Aug 19, 2004 4:47 am
#14

I think you're right about partial %.

Also don't forget what appears to be a random luck factor at login - I have seen numerous occassions where I could not get the same results with the same materials and same experimental classes, but logged out and logged back in and suddenly I could get the results again. I have suggested this action to other players reporting that they couldn't get good result and magically they came back to say I was right and their final result had once again returned.


Khazneh (Master Doctor, TKM)
Ledao
Mon Jan 03, 2005 8:01 pm
#15






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...)





Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
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goldflame
Mon Jan 03, 2005 8:14 pm
#16

i think #1 is the issue... i have been crafting new schems with better subs (23/18 ABEC;73 ASDS;65 ACRDM) then my last set (25/11 ABEC; 68 ASDS; 58 ACRDM) and i can't even get close to the older base of 942.. am only getting 905 now....the only difference is my Avian (Isnej or something like that) which has just under 900 PE and the last avian i used was Pisro and Aiprema..



"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class.So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change.If you want to go from architect to scout we've created a system to make that happen." - JULIO TORRES
JaydenAlejandro (MDoc/TKM/Nov.Swordsman)/Kirith Sarin (CH, Ranger)/Eido (Chef,Artisan)
Order of the Dying Knights/Citizens of Purgatory, LOK
ForceFat
Mon Jan 03, 2005 10:33 pm
#17

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
DarkDeathDude
Tue Jan 04, 2005 11:10 am
#18

its definately fractioned IMO


If i have my last 2 blocks put into charges, if one of them is Amazing success i get an extra charge but not an extra block filled in.


Thats all the evidence I need





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goldflame
Tue Jan 04, 2005 1:36 pm
#19






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..




"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class.So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change.If you want to go from architect to scout we've created a system to make that happen." - JULIO TORRES
JaydenAlejandro (MDoc/TKM/Nov.Swordsman)/Kirith Sarin (CH, Ranger)/Eido (Chef,Artisan)
Order of the Dying Knights/Citizens of Purgatory, LOK
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