Doctor Archive
Thread: Crafting Formula dont work Fairly Detailed post
Also what are the porperties of the ABEC and the ACRDM where they effect the power of the end product - they appear to be addative
I mean the Pwer side of ABEC - how do they play into the power of the final product - same with ACRDM -- they seem to be nearly addative to me
How do you mean by that? They directly add their value (of only1, well supposed to only be from 1) to the final base power. But components have nothing to do with the formulas used ina final product. Is that what you mean, or something else?
Lumache wrote:
I mean the Pwer side of ABEC - how do they play into the power of the final product - same with ACRDM -- they seem to be nearly addative to me
I mean lets say with a 60 power ACRDM I make a 450 power stim B - seems to me that with a 58 ill make a 446-448 it seems close to addative - where with a power 20 I would make a 430 etc - is this so ? Because I dont put alot of time into making power weighted ABEC for the same reason 42 charge 431 is far better than a 35 charge 442. If I use the exp points differently on the ABEC I cant alter stims that much
Then yes, in that respect components are addative to a final combine. But if you have multiples of a component on the the stats from teh first one are used. So 1 ALS of power 100 gives 100 power to a Stim B in the same way that 3 ALSs give only 100 power to a Stim E. (Or whatever the schematic calls for, I don't remember off the top of my head.)
The resources used, the expreminetation successes or anything else that went into crafting a component are never used in a final product combine (despite the suspicion of some folks to the contrary, since we just got Dev comfrimation on that one recently.) So in that respect I guess we could say that Resources are always averaged out before applying the schematic formula. Components are external to the formula and crafging process and only add their trait(s) from one of their number to the final product.
Yeah, it's all screwy. Worse is the downright oddities that crop up along wioth all of this and the fact taht an Amazing success occurs far less than a Crit Failure and has much lower affect on what is beng crafted than a Crit Failure does. The whole system seems to be balanced to the side of the failures. ANd lets not forget the role of the undocumented (but confirmed) Maleability trait to affect experimentation, and OQ also affects failure rates. IN all making for some fairly complex interactions with stange anomolies that seem to suggest there are definitely bugs inthe system. (Just not in the example you initially listed, is all, other than our needing a clear explanation in documentation that things work that way.)
alos once the above mentioned equation is done one final equation is done to come up with the power number - like for an advanced liquid suspension the elocre combo starts with 53 and the hiawhe starts 54 whats that equation ?
Now taht I don't know. Obvioulsly it is based upon those final numbers in some manner, the 827.31 and 839.19 ones. I would guess there is some kind of range on the. To ge the bottom of the range we would have to know what value is yielded on a complet Crit Failure. You already stated the Maximums based on full experimentation. Find the ratio to those forst numbers and I would guess you have your formula.
Don't forget that the initial base that you see will also be variable based on the success level of the initial combine. I'm assuming that you got a consistent base probably because everyone who tried it got a Great Success on the inital combine. A failure, moderate success, amazing success and so one will change that number, which is why I say we'd need a crit fail on initial experimentation to see what the "0%" true base is.
And on the subject of amazing successes, If I get 8 out of great success and then on the next craft with all the same stuff, I get an amazing success here and there, I still end up with the same number in the end - I hit the cap for that session I hit the cap regardless of the amazing success result or not... the numbers remain the same.,..
Crafting - for all the importance they seem to place on use doing most of the world building for them, is left to flounder... sucks