Doctor Archive
Thread: Question on resource effecting stats
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HARP00N
Tue Mar 16, 2004 6:02 pm
#1
this has always irked me: ok, for example Liquid Suspensions add to the power of the med, right? (these are the lower level ones, maybe you masters use different ones but i need a simple example)
liquid suspensions effect the power of the finished med depending how good they are (and thats the only thing it gives you in the experimentation stage) It says that the liquid suspensions power is based on 33% Potential Energy and 66% Overall Quality. Liquid suspensions require two types of resources, water and inorganic. For the inorganic thats easy, if i want a good liquid suspension I'll use high PE and OQ berries or meat, etc... but water doesn't have a "potential energy" attribute, only overall quality. So hypothetically speaking, even if I had values of 100 for my PE and OQ for the organic, and 100 OQ for the water, i'd be given a "0" for the PE of the water because it has no attribute for that so my liquid suspension would never be at 100%? I guess thats the way it must be, because for example Chemical Release Duration Mechanisms also have Power as their only experimentation stat, and they are composed of two parts, Organic and Chemical. When i put high PE and high OQ organics and high OQ and PEliquid petrochemical for the "chemical" part, i get much better results than if I put fiberplast for the chemical section, which has OQ but no PE rating.
Traigus
Tue Mar 16, 2004 6:41 pm
#2
You were supposed to get a zero, but it is broken, it actually isn't counted at all.
To fix this problem, the devs would have to go through every schematic and material used in every profession to make sure there would be at lest 1 material that had ALL the stats needed.
SInce this would be a huge task, and there are so many other things that need doing, they are not going to fix the bug, and the missing materials stat will not be counted at all.
This massive pass may happen sometime in the distant future, but for now you will always make better meds if you use materials that split the stats (all materials have OQ, but PE and UT anre mutually exclusive. Make sure 1 material has each and ONLY that 1 stat will be used.
-T
To fix this problem, the devs would have to go through every schematic and material used in every profession to make sure there would be at lest 1 material that had ALL the stats needed.
SInce this would be a huge task, and there are so many other things that need doing, they are not going to fix the bug, and the missing materials stat will not be counted at all.
This massive pass may happen sometime in the distant future, but for now you will always make better meds if you use materials that split the stats (all materials have OQ, but PE and UT anre mutually exclusive. Make sure 1 material has each and ONLY that 1 stat will be used.
-T
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