Doctor Archive

Thread: Buff pack crafting results: Better avian gives less power?

Happymob
Tue Jan 27, 2004 12:52 pm
#14






Zarlor wrote:

We also know that the experimentation system makes two seperate rolls for that one bar to and only "tells" us the average of the two, but it still applies theresults individually from the rolls to duration and power. (In other words it is possible to get a "Great Success", but to increase the Duration as if it was an Amazing Success and not modify the duration at all as if it were a simple failure (just an example, I don't know exactly how those average out in the final response, but they do average out.)




I think that's the answer - he thought he was getting the same experimental results, but what he was seeing (amazing, great, good, etc) was not necessarily being applied to power. Moderate or good successes on power may have been hidden by great and amazing successes on duration.


One way to tell which resource is "better" would be to note the starting power on an unexperimented pack. Assuming everything is identical except for the avian meat, the "better" meat should have a higher starting power.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


isycz1
Tue Jan 27, 2004 12:55 pm
#15

Duration is 60/40 DR/OQ. At least that's what it says on my schema.



Isycz
Master Doctor/Master Chef

Buffs, Bivoli and Brandy. Talus -2972, 1800. 800m from Imperial Outpost.

Zarlor
Wed Jan 28, 2004 1:26 am
#16

Is it 60/40? THat's what I get for trusting SWGCraft.com. Let me edit the post to refelct that.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
isycz1
Wed Jan 28, 2004 1:28 am
#17

Boooo .. its not fair! Give us all an edit button!



Isycz
Master Doctor/Master Chef

Buffs, Bivoli and Brandy. Talus -2972, 1800. 800m from Imperial Outpost.

Mejowepra
Wed Jan 28, 2004 1:28 am
#18

That might indeed be the case, and would explain the variance in my previous batch of buffs (852-857 despite all being fully experimented in effectiveness). I am making 4 more schematics tonight and will note starting values and end percentages as well. I still think the number of experimentation is (at least part of) the issue.




Mejowepra: Final Spec: MD/MTKA

Zarlor
Wed Jan 28, 2004 1:34 am
#19

It could very well be, because once the duration hits the max value, how it handles things for power changes a bit. There may be a problem in the way those two functions interact and it may well be on how it effects the number of EPs you can apply before and after it hits this first max value.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Mejowepra
Wed Jan 28, 2004 1:47 am
#20

Just to be exact, this is what I see in terms of xp points:

Meat 1: Three points needed for the last three small boxes
Meat 2: Four points needed for the last four small boxes

To answer some of the "but perhaps you only got a good result on power hidden by amazing on duration" - well, I never got any Enhance D's with meat 2 that were below 850 unless I had (visible) failures, if even that.

Thus although possible, I don't think that's the issue.




Mejowepra: Final Spec: MD/MTKA

Mejowepra
Wed Jan 28, 2004 8:41 am
#21

Ths mystery thickens. Yesterday when I went to make buff packs something strange happened - I could experiment with one more point on efficiency. How? I don't know. Basically rather than filling up both the LARGE boxes and the small boxes below on the 9th point, this time there was one open LARGE box. However the small boxes were already full after the 9th experimentation point.

The result? 28/867/102xx/90 rather than 30/843/102xx/90 . I.e my original idea of "one experimentation less" was true. Why I yesterday could use one more point than I could the day before is beyond me. I did this consistently yesterday and unless I'm completely insane, this is different from the previous attempts.

Something is definitely flaky with enhance pack experimentation though.

Oh, in case it wasn't clear, this attempt used the exact same resources as the previous one.




Mejowepra: Final Spec: MD/MTKA

Zarlor
Wed Jan 28, 2004 9:46 am
#22

I think the missing piece of the puzzle that we need is exactly what successes you were getting and how you are experimenting on the line.


And also how much your experimentation percentage changes.


For example, are you experimenting 1 box at a time? Or are you selecting the entire line to use as many EPs at once as possible? How many boxes (as in what is the experiementation percentage value) is the line starting with? After all your assembly "success" rate will also affect that, and therefore affect how many EPs you will have to use.


I think to really get into the nitty gritty means you'll have to do some crafting for us with both of those meats and actually log the info every step of the way. Kind of a pain to do, I know, but if you could do that for the team to help all of us out in narrowing down what occurs with this kind of crafting it could prove to be a big help in unloocking just how this part works. You seem to have the right combo of resources to give us a good testing ground to work from.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Mejowepra
Wed Jan 28, 2004 11:36 am
#23

My results were consistent yesterday and consistent the day before. These are all "great successes". I could also get the 867 (or close) power with one failed experimentation, and 10 great (as opposed to just 10 greats).

I always experiment one box at a time on enhance packs. The reason why I don't think logging every step is necessary is that, when I now get all "great", I will ALWAYS get to use 10 points and ALWAYS get 867 power. Exactly. I have no idea how I, with the same resources and components, got to experiment only 9 times. It might be an odd issue where the 843 power ones got a tiny bit better experimentation and thus filled the box earlier. it's just the consistency that boggles my mind (note: I got NO 843 max buff packs yesterday at all and I made 4 schematics plus a bunch more for testing and also the ones with one "failure").

I can do some more testing tonight and see if I can ever reproduce the 843 power one.

As a final note, I might have been tired or insane and not experimented in the last box because the bottom row was full, but you'd think I would have tried and tested that when I saw that the power was less.




Mejowepra: Final Spec: MD/MTKA

Zarlor
Wed Jan 28, 2004 12:58 pm
#24

Well, here's what I'm thinking and wondering and where I think we could see some differences.


First off if you had just one time last night where you all of a sudden could experiment fully in 9 times instead of 10, it might be because of an amazing success on the inital assembly, so your starting percentage ended up higher. So that could have been one anomoly.


So outside of that case, then, I am wondering at one point in the process your experimentation and getting a Great Success no longer give you a 7% increase on the bar, but starts to drop to only 3%.


Of even more interest is how the actual rations for duration and power are affected and what their numbers are when it tell you you got a Great Success (because it is always possible that a Great success was actually an Amazing Success for one of the stats, but just a Success for the other.)


So the question, I guess, is if one of those sets of resources starts dropping from 7% increases to only 3% increases at an earlier spot, is that affecting how much the power level is improved, possibly because of a rounding error (as in it is really only doing a 3% increase instead of a 3.5% increase?) Or if one of the resource sets continues with a 7% increase for longer than the other, is that one getting an unexpected boost because of getting the better success rates for longer?


That's why I'm interested int he exact numbers you are seeing. I just can't test any of this myself because, for one I'm not a Doctor any longer, but for two because you have some resources that we might be able to better see the anomoly with and possibly narrow down exactly where the disjoint occurs.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Gorbisloth
Wed Jan 28, 2004 6:00 pm
#25

From my experience with crafting meds almost from the start of the game I beleive when they made the changes to the experimentation on meds they didn't fully remove some of the old requirements. Originally meds had several more stat requirments per item, one of which, if i remember correctly was DR, affected the experimentation of items. The higher the DR the longer your experimentation bar was and therefore the more points you could put into abar,thus raising that stat higher. Now I was never able to make buffs before they changed this but it was a noticebly difference with stims. I think they didn't fully remove the DR requirement from meds and how it affects experimentation. So if an item with higher DR allows for a longer higher experimentation percentage. If thats the case then that would explain why your second set of buffs is better. Your experimentation percentage would be higher because of the higher DR.


On a side note I created a run of buff kits using items with the exact same stat on everything except the ABECs. The first run I used power experimented BECs which turned out 20 power and 12 use. This resulted in 22 uses with 837 power and 11317 duration. I ran another set the other day using usage experimented BECs with 12 power and 21 use. these kits all turned out with the exact same stats as above except for 30 uses. All kits were only done with all great or amazing successes with 9pts into effectiveness and 1 pt into uses.



Ilyn Payne
Radiant Local 69
Master TKA
Mejowepra
Thu Jan 29, 2004 1:09 am
#26

I will do some tests tonight, perhaps 2-3 ones with only "greats" shown of each avian meat type (recording percentage and small/large boxes changes and power/duration value changes for each point).

That should be interesting.




Mejowepra: Final Spec: MD/MTKA

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