Doctor Archive

Thread: I used better resources this time...my packs came out worse

travenwatts
Tue Mar 02, 2004 5:27 pm
#1

Someone please explain what I am doing wrong.


Previous Buff Pack: 820/11622

ABEC P18 C11

ASDS P55

ACRDM P61

Avian Meat: 935 DR, 696 PE, 896 OQ

Gas: 490 DR, 975 OQ



Current Buff Pack: 807/8695

ABEC P18 C12

ASDS P72

ACRDM P66

Avian Meat: 172 DR, 814 PE, 915 OQ

Gas: 490 DR, 975 OQ


As you can see, all of my subcomponents increased. The avian meat is better as far as OQ and PE go, but the DR is a little lacking so I realize why the duration is not as long, but why is my base heal lower? I know that when experimenting for effectiveness the duration and base gets affected at the same time. Since my duration is not as long will that effect how high the base is? I figured the duration would reach its max for what the reaources could handle, and then the base would keep going up since the avian meat and components were better in that respect.
Roustabout
Tue Mar 02, 2004 9:25 pm
#2

/bump


I'm interested in this as well...does DR play a role in this or what? Anyone have any answers?


Traigus
Tue Mar 02, 2004 9:32 pm
#3

there is a craft roll before experimentation starts (which determines your starting values before experimentation (8% for example)). There are 3 or for results plus a crit fail. so it is possible to craft several different packs from the same materials (not jsut different ones). The higher your skill the less likely your will see the lower crafted items.

The names of thse crafting results are the same as the ones used in experimentation.
With Master doc, you will see "amazing success liek 90% of the time, the next one down around 5%, and a crit fail 5% (crit fail is always 5%, until publish 7 or 8).

This is my guess on what happened... the pack with the better stats had a lower craft roll.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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TheGreatOne00
Tue Mar 02, 2004 10:50 pm
#4

Just did a test on this. I made two of each action ehnaces, both came out with same stats and experimented for max effectiveness the resources would allow.


Action Enhance D

74 Power ASDS

19 Power CRDM

20 charge 15 power ABEC


Type 1

Organic: 1000OQ 946PE 827DR

Inorganic: 42DR 993OQ 827UT

Results: 30 charges 855 power 9770 duration


Type 2

Organic: 1000OQ 946PE 827DR

Inorganic: 984DR 901OQ 948UT

Results: 30 charges 870 power 13205 duration


Now based on that, DR playes a fair size in creation of buffs. Since both were max experimented(even if I had another point I couldnt use it). Note the OQ on the inorganic in Type 2, it is very much lower, but overall came out a noticeable 15 power more because of the higher DR. I wonder what it would have came out if the OQ on the second inorganic used was near 1000. Oh well, hope this information helps.



Ovonn Ig'A
Master Doctor
Master Fencer
BigAke
Wed Mar 03, 2004 2:03 am
#5

i think the cause of this effect is that effectiveness is an experimentation line that affects two different attributes on the enhance packs that rely on different stats - Duration is 60% DR and 40% OQ while Power is 66% OQ and 33% PE.

i dont know how this factors into the maximum experimentation, but i feel that further experimentation yields much smaller gains when one of the two limits is reached.

just take a short look at the numbers given by TheGreatOne00:

Type 1:
max Duration exp: 65,93%
max Power exp: 97,97%

Type 2:
max Duration exp: 92,35%
max Power exp: 94,90%

those percentages would be the maximum experimentation level if those two attributes would be in different experimentation lines. (now it might be helpful if we knew what level was actually reached during experimentation)



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
BigAke
Wed Mar 03, 2004 2:55 am
#6

hate to reply to myself, but after a bit of testing it seems that the maximum experimental effectiveness is the average of the max duration percentage and the max power percentage - also note that the attribute with the lower percentage will not rise after their percentage number is surpassed.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Zarlor
Wed Mar 03, 2004 6:51 am
#7

BigAke hit it on the head. Generally speaking OQ/PE are your primary stats to aim for with buff packs BUT you always need to keep in mind how DR will affect the duration since the Effectivness bar works on BOTH Power AND Duration. That interaction causes more than a few little anomolies, as mentioned here.


Another thing to remember is that any bar that affects two attributes also performs two seperate Experimentation rolls every time you hit the Experiment button and the response you see is a statement of the average of what happened. In other words let's say you use up 1 EP on the effectiveness bar and hit Experiment. It is possible that you could get a Failure result on Power (and not have it move at all) and get an Amazing Success on Duration (where it will improve 8%) but what you will be told isthe average of those two results (probably something like a Big Success).


I'm not certain yet exactly how the change in teh crafting system will affect this particular situation just yet, though. Maybe it will be more readily apparent what is happening, but I doubt it.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cailid010
Wed Mar 03, 2004 9:26 am
#8






Traigus wrote:
there is a craft roll before experimentation starts (which determines your starting values before experimentation (8% for example)). There are 3 or for results plus a crit fail. so it is possible to craft several different packs from the same materials (not jsut different ones). The higher your skill the less likely your will see the lower crafted items.

The names of thse crafting results are the same as the ones used in experimentation.
With Master doc, you will see "amazing success liek 90% of the time, the next one down around 5%, and a crit fail 5% (crit fail is always 5%, until publish 7 or 8).

This is my guess on what happened... the pack with the better stats had a lower craft roll.

-T



On the inital combine (before experimenting) I have never seen an 'amazing success'. It is always a 'great success' or a crit fail.




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Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
Traigus
Wed Mar 03, 2004 9:50 am
#9

I have seen some other ones.. But usually in Medic. I see them very rarely in Doctor (+ crafting is probably too high to make them happen often).

Hrmm. you may be right about greats vs. amazings...

I remember amazings in beta...

Ok just crafted like 30 things on Chilastra...

Ok no amazings.

I'll put that on the list... I'll also check TC to see if the crafting changes have done anything about this.. may not be until the weekend.


-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Agent001
Wed Mar 03, 2004 10:05 am
#10

I get amazing's every once in a while when making subcomponents......
Traigus
Wed Mar 03, 2004 10:10 am
#11

May be a function of complexity then...

Coulda swore I saw them... thanks.

I'll still put this in with the crafting problems.


-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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