Doctor Archive
Thread: Is OQ/PE formulas bugged? Tell me how I can possibly get this result...
Talusian Water, OQ 977, DR 447
when I combine this with
Dantooine Berry, OQ 986, PE 170... I get a 145 power ALS
Dantooine Berry, OQ 541, PE 652... I get a 147 power ALS
If ALS power is determined by OQ 66% and PE 33%.. how on earth am I getting these results? I've done 4 attempts on both... and the same result every time.
Easy. You have to average your resources before you apply the formula.
In other words average out those two OQs and rate the final OQ with 66%
THen take your PE straight (since one resource has it and the other does not) and rate that at 33%. You'll see that with that formula your second berry when averaged out with the water give the better result.
You always have to take yoru resources as a whole to figure out your final, you can't just apply the formula to a single resource.
Talusian Water, OQ 977, DR 447
when I combine this with
Dantooine Berry, OQ 986, PE 170... I get a 145 power ALS
Dantooine Berry, OQ 541, PE 652... I get a 147 power ALS
This is how: and I think zarlor explained this to me - and I want to say yea its funky since they designed the system and determined the resources each compnent requires. Ok first since the water lacks the PE category the game math assumes the PE of the organic berry is the mean number. It in effect pretends the water has an identical PE - or assumes its null... however you want to look at it .. thats what screws it up but anyway here we go :
(((977+986)/2)*.66)+170*.33=703.89
now its my personal belief that they divide this by roughly 15.5 to come up with the base number of 45 - does that sound right for the base BEFORE you experimented ?
(((977+541)/2)*.66)+652*.33=716.1 /15.5 ( my own guess figure of 15.5) = 46 which explains the difference of2 in the final experiment sessions... its the formula is ends up making the values roughly 50 / 50 on order importance to result not the 66 33 its because the second resource lacks the PE - so in certain situations it ends up this way ... and believe me before this was explained to me - well before I saw the formula I felt exactly as you do...
So there may be a lot of shakeups in this eventually.
-T
The documentation states a non-existant value should be 0. In practice it is null. One of the resons a recent crafting change was pulled on TC was because we pointed this out to the Devs and that if they wanted to make sure a 0 was always a 0 they'd need to make a major overhaul on our schematics. I don't think they fully realized the situation until we pointed it out.
And THAT is one of the reasonsthe whole Experimentation/Crafting issue is one of my personal Top 5 issues. Too much confusion and too many funky results.
Tragius , I thought I read once that the value was 0, then later I read the value is null- thats totally different - as it is now the value is null - if the value is 0 then the pe is going to suck and thereby everyone will produce crap - be earier for them to add PE to the resources in the ADV line that lack that stat.
lum
"its the formula is ends up making the values roughly 50 / 50 on order importance to result not the 66 33 its because the second resource lacks the PE - so in certain situations it ends up this way "
I don't understand this statement
Could you explain it further please?