Doctor Archive
Thread: Qustion... Quality vs. PE when making doctor items.
This has been baffling me for a while...
What Really matters in your component builds? I've found that having PE on your inorganic ingredient means NOTHING. I mean I just combinded a Stim-B (Everything being the same except the inorganic ingredient). Using a Class 3 liquid Petro (OQ 950, PE 650) I ended up withmax Healof 358 after perfect experimentation. Then I used a reactive Gas with OQ 998 and I ended up with a Max heal of 366 after perfect experimentation.
Now I haven't done any real testing to try and figure out what it would all end up being, but what I'd like to know is.. Does anyone have the algorithim that's used for this stuff? Is there a "Calculator" that I could use that would show me what me results would be using different components? (If you can provide me the algorithim, I'll build the calculator. =)
Anyone?
thanks,
anyway...i am a master doc on gorath , building stim B´s right now
and i am wondering why i get much better results when using iron as the inorganic component instead of a liquid petrochem, which has the better OQ and in addition to that potential energy.
One thing I just picked up on reading some more threads here is that it may be the Unit Toughness (UT) on the inorganic material that makes up that 33% as opposed to PE like the "Schematic" says.
So the Organic material would be 66.6% OQ, 33.4% PE and the inorganic would be 66.6% OQ, 33.4% UT.
I'm going to go on tonight and try some different waters in simple liquid suspensions and see if I can't prove this out.
I'll try to summarize what I've found below.
Given three items, here's how the stim rating willwork:
Organic: 900 OQ, 800 PE Inorg1: 700 OQ, 800 PE Inorg2: 700 OQ, 700 UT
So...a stim with Org + Inorg1 will turn out this way:
OQ = (900 + 700) / 2 = 800
PE = (800 + 800)/2 = 800
UT = 0
Now, using the percentages for effectiveness, you get a total possiblerating of (800 * .57) + (800 * .28) + 0 = 680.
A stim with Org + inOrg2 would turn out like this:
OQ = (900 + 700) / 2 = 800PE = (700) / 1 = 700
UT = (700) / 1 = 700
Now, using the percentages for effectiveness, you get a total possiblerating of (800 * .57) + (700 * .28) +(700 * .14)= 750So, even though it would appear that it is better to use the org + inorg1 combo, it really doesn't seem to work that way for me. I've found that PE and UT takes the average of the two resources, but IGNORES a single 0 for an attribute type. So it is not (700 + 0)/2 = 350, but instead 700/1 = 700 above. If no resource has an attribute, then you get a 0 for that part of the formula.
Hope my rambling helps someone out there...
Hmm.. So what you are saying is that It's averaging the scores for those different attribute types, THEN applying the percentages to it...
That just sounds funny. I mean I understand it, but it sounds funny.
For some reason the logical part of my brain is saying. You have to use 2 components, The higher you can get the values on all the better. So the second component (I.E. Liquid Petro) with a PE of 500 should be better then a Steel with a UT of 500. Becuase PE is weighted at 28% and UT is 14%.
Blahh.