Doctor Archive

Thread: Inorganics doesnt work properly in final assembly.

DrengenOrtman
Mon Aug 18, 2003 3:07 am
#1

I was making some stim B's before experimentation they were 33/ 294.



Formula is Charges OQ 66% UT 33%


Formula Power is OQ 66% PE 33%



I was using a steel variant for inorganics OQ 989 UT 874, I figured I would rather have more power so I changed to a Inert Petroleum with OQ 984 PE 920, According to the formulaclearly stated in the schematicthis should give me a bigger heal at the expense of a charges.



New product before experimentation 231/ 293, using an inorganic with PE instead of UTdidnt effect the healing power, the abscense of UT however was duely noticed.



Ofcourse its obvious how this happened, charges in a product relies 100% on the inorganic, and the healing power 100% on the organic material.



This is either a bug, or the schematics explanation needs to reflect excatly how these values are taken into account and from where.

Archon_Eclipse
Mon Aug 18, 2003 3:56 am
#2

This happens because it ONLY looks for Potential Energy in the organic component.It also only looks for Unit Toughness in the inorganic component.




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Archon_Eclipse
Mon Aug 18, 2003 3:57 am
#3

Forgot to add...


This makes hide a very poor organic (They have the Unit Toughness stat, but no Potential Energy). Don't know if the same is true for bone. Can't remember their stats.




Archon M.D.
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DrengenOrtman
Mon Aug 18, 2003 5:06 am
#4

Archon did you actually read my post?



I didnt ask a question, I myself stated how and what things are taken into account, I know which resources are viable options and which are not asshould be clear if youhad read my post.



It would seem that this crafting aspect is also flawed (I know very minor when looking at the larger picture)What I would like to know are other people opinion on how this is a bug, how it should work, or if I am wrong and have merely overlooked something.



So is this a matter of?



a. Schematic doesnt properly reflect how resources affect stats, instead itshould read"Charges (inorganic)" "Effiect (organic)" or somethign simular.



b. Its a bug, both types organic aswell as inorganic have an effect based on 3 things OQ, PE and UT according the the % stated in the schematics, (Is there any resources with all 3 stats? I cant recall seeing PE and UT on the same anyway)

Archon_Eclipse
Mon Aug 18, 2003 5:32 am
#5

Ofcourse I read your post. I don't understand what you mean. You made a statement and I explained why it was so.


You write



--
Ofcourse its obvious how this happened, charges in a product relies 100% on the inorganic, and the healing power 100% on the organic material.
--


My research has lead me to believe that charges in a product relies not solely on the inorganic, but rather on the total Unit Toughness. But since the crafting tool doesn't "read" the Unit Toughness on the organic and the inorganic didn't have any (you were usin a chemical), then the combined Unit Toughness for that particular combine would be 0. When you use the steel component, then Unit Toughness would be 874. That's why there's a difference.


However, I will test this when I get the chance. Because if your research is true, then OQ on the inorganic shouldn't affect healing power in any way, but only give low charges.


And.. As far as I know, there is no resource which has all three stats.




Archon M.D.
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DrengenOrtman
Mon Aug 18, 2003 6:19 am
#6

--


However, I will test this when I get the chance. Because if your research is true, then OQ on the inorganic shouldn't affect healing power in any way, but only give low charges.


--



I might be bad at explaining what I mean (english isnt my first language)



I never said that Inorganic OQ doesnt affect healing power, it very much does.


I said that Inorganic PE doesnt affect healing power.



According to the schematic PE affect power by 33% opposed to OQ beeing 66%, my test show this is not true. Its only true on the PE in the organic part.



You follow what I mean?



If not I can post excatly what I used as components in the 2 stims, maybe easier to follow me that way?

DrengenOrtman
Mon Aug 18, 2003 6:24 am
#7

You wrote


--


My research has lead me to believe that charges in a product relies not solely on the inorganic, but rather on the total Unit Toughness. But since the crafting tool doesn't "read" the Unit Toughness on the organic and the inorganic didn't have any (you were usin a chemical), then the combined Unit Toughness for that particular combine would be 0. When you use the steel component, then Unit Toughness would be 874. That's why there's a difference.


--


Yes excact what I said, I replace UT with PE, I got less charges as I should (less UT), but I did not get more power as I should (more PE)

Archon_Eclipse
Mon Aug 18, 2003 6:44 am
#8

So basically we agree. You just look at it from a different point of view.


But you wrote


--
I never said that Inorganic OQ doesnt affect healing power, it very much does.
--


You also wrote


--
charges in a product relies 100% on the inorganic, and the healing power 100% on the organic material.
--


So you're contradicting yourself. If healing power is 100% dependent of the organic, then the inorganic must be 0%..



Who cares.. What is all boils down to is:


A crafting tool ONLY looks for Potential Energy in the organic component. It also only looks for Unit Toughness in the inorganic component.




Archon M.D.
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LordKrell
Mon Aug 18, 2003 7:19 am
#9

Thanks for the info both of you, but I have a question. Is this intended? I assume this is what the original poster wanted to know as well.If so, how are we supposed to guess that it works this way? Through experimentation and deduction only? The schematics description should be clearer on this.


There are other things to consider also. You say hide is a poor choice for the organics component because it doesn't have any PE, which is true. However hide has a Malleability rating, which I found can make experimentation much easier. Am I right in that assumption? Anyway I use an inorganic witha high MA rating instead (like aluminum) and it does just fine, though gaining another level of crafting also helped a lot with experimentation. So maybe this is not even an issue anymore once you reach 100 in med assembly and experimentation?

Zarlor
Mon Aug 18, 2003 7:53 am
#10

This issue will be on the new issueslist which will go up probably the day after we finally get our correspondent responses back. (Get used to the delays. We're a smaller profession and don't complain enough to show up on the radar in the way the combatants and CHers do. It was the same way in Beta. The Medical Professions are often low-man on the totem pole, IMHO.)


As for Mal ratings, yeah they can be important, but you are right that it does become less important the higher your experimentation rating gets.


However, it seems to me that after the patch I am seeing a much higher instance of Crit Failures and a greater granularity of success rates, especially with higher number of experimentation points in use (despite still seeing a 0% difficulty rating). So Mal may be one of the few ways to help alleviate that problem at least some.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DrengenOrtman
Mon Aug 18, 2003 7:54 am
#11

Archo, you are getting closer to what getting my point but


--


So you're contradicting yourself. If healing power is 100% dependent of the organic, then the inorganic must be 0%..


--



I am not the one contradicting myself!



ITS THE SCHEMATIC INSIDE THE GAME



LordKrell, Thank you, that is excactly spot on what I meant.

Archon_Eclipse
Mon Aug 18, 2003 7:55 am
#12

I don't know if it's intended. We can easily agree on the poor documentation on this matter. But whether it's a bug or not, I don't know.


I also don't know how malleability in the organic component affects the overall malleability of the experiment. I don't think I've used an organic with malleabililty.. at least not during research.


As a Master chemist you get 10 experimentation points and even when throwing max into an experiment, you'll rarely see a chance of failure (You can still critical fail an experiment tho).. Maybe when skill enhancers starts working we'll see people with 11 or more experimentation points and higher assembly. But even a master will still see chance of failure on experimentation, although it's not very often.




Archon M.D.
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