Doctor Archive

Thread: Why does it take 11 experiment points to max out enhance D effect.

Odaen
Fri Nov 19, 2004 10:38 pm
#1

This has me really confused. A great experiment is supposed to yield 7%. However the assembly will be 30% of the max. So if I have ingrediants that should yield 80% possible effect on an enhance D then shouldn't it take me (1-.3) *.8 / .07 experimentation points to get maximum effect? That would be 8 experiment points. Even if I had ingrediants that could yield 90% possible experimentation on effect then it should take (1-.3) * .9 / .07 = 9 experimentation points.


There is no way that achieving 80% or 90% experimentation should require 11 experimentation points. The maximum of any single experimentation line should be achievable with 10 experiment points. However for some reason this is not true for enhance D schematic. Why isn't it?


Remember the one day crafting change that was live for only a single day. The change they made was that you would require all 10 experiment points to hit the maximum experimentation on any line. In that case you would not always get 7% experimentation on great experiments. You would get 7%*max possible experimentation or for example 6.3% if the maximum possible was 90%. The results were scaled according to the resources used.


However this scaling does not exist as far as I know it today so what is going on here? A great experiment should always yield 7% and for some reason it is not when experimenting enhance Ds.



-------------------------------
Machine Mojo, Bria
Unlocked after 24 professions
Master Weaponsmith/Artisan/Architect shop at -410, -5480 south of Coronet
Machine Dragon
Novice Teras Kasi Artist, Novice Creature Handler, Installation Designer, Foreman, Master Artisan
Architect and Master Artisan Shop at -4800, 3400 south of Theed, Naboo
Agent001
Sat Nov 20, 2004 5:46 am
#2

I max out the power/duration line with 9-10 points all the time. I then spend my other 2-3 points on med use or charges.
Wisky
Sat Nov 20, 2004 7:42 am
#3






Agent001 wrote:

I max out the power/duration line with 9-10 points all the time. I then spend my other 2-3 points on med use or charges.






Ditto I can max effectivenes on 10 some times 9 and have 1 for med use and 1 or 2 for charges usually yielding 910-918 power med use 89 31 use pack Ds
Leafthemedic
Sat Nov 20, 2004 9:19 am
#4

On test center I have noticed in the last few days that it has taken 11 points to max out the power/duration line. I have been crafting quite a few packs by hand lately (waiting for a good spawn of Herb meat) with our new Dath avian (965OQ/1000PE/620 Decay) and it does only leave me with 1 point on just about every pack to use for charges or med use reduction.


Took Alot

Master Doctor/Pistoleer

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DFA-FrstbyteOO
Sat Nov 20, 2004 9:22 am
#5

it typically takes me 11 points to max. But every so often I get a couple amazings and can do it in 10.




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TheRockStar
Sat Nov 20, 2004 10:10 am
#6

Normally max power out with3 or 4 out of 12 points remaining



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Odaen
Sat Nov 20, 2004 11:00 am
#7





Frankly I think this is busted. I tried again today by using only 1 experiment point at a time since some other thread mentioned rounding issues with multiple point experiments perhaps.

ABEC 21 charge/15 power

ACRM 67

ASDM 72

Avian 68 decay, 893 PE, 983 OQ

Reactive Gas, 735 Decay, 999 OQ


15.0 medical crafting tool, 45.0 medical crafting station

Great assembly 16% charge, 28% ease of use, 21% effect


Using 1 experiment point at a time here is the effectiveness after each experiment

Experiment (1 point each time) Effectiveness

021

128

235

3 42

449

5 56

6 63%

7 68

8 71

9 74

10 77

11 79% -> maximum possible experimentation


Now, does someone want to take a stab at explaining why the 7th great experiment yielded 5% amd every one after that yielded 3% until cap at 79%?


I'm going to take a stab at it. The decay on my avian is extremely low at 68. Now, the effectiveness is actually increasing duration and strength along two different formulas. Duration is 40% OQ and 60% decay which means that the maximum possible experimentation on duration alone would be (0.4 * (983 + 999) + 0.6 * (68 + 735))/ 2000 = 0.7982 or 79.82%

Max possible experimentation on power (strength) along would be (2 * (983 + 999) / 2 + 893) / 3000 = 0.9583 or 95.83%

Since the gas does not have PE it does not come into play in determining maximum power - only duration.


Ok well if we look at the maximum experimented value of 79% we can see that it matches the theoretical maximum of 79.82% which was for duration. So the developers are using the lowest of the two numbers to scale the effectiveness. Well lets see what happened at 68% which I believe is a hard cap and that experiment could never have gotten more than 68%. This was tested with another enhance D after getting an amazing assembly, that experiment with the amazing assembly went from 64% to 68% - it was still capped at 68%.


So whats the meaning of this hard cap here at 68% when I could not get 7% for a great experiment? Lets see. 79.82 / 95.83 = .833 scaling. Meaning that we expect the duration to cap at .833 of the way to the maximum power. Now seeing that the scale of the effectiveness line is using the duration experimentation as the number. Then .833 * 79.82% = 66.49%.


Well, well, what do u know, we have shown that if the effective % number is being shown as duration even though it means it is maximum power, that .833 of that power, which really represents the duration means that when the effectiveness is 66% that the duration can no longer be increased. So once the effectiveness reaches 66%, only power can be experiemented on, not duration, duration is already capped. This is where further experiments yield less than 7% because only power is increasing, not duration. What is broken with this experimentation is that the power should be at this point about 29% + 7 * 7% = 78%. After using 3 more experiments at 7% on power, I should have reached 78% + 3 * 7 = cap at 95.83%. Actually this bug may have to do with theassembly not making the initial power 29% as it should have.


This is a glaring bug in the experimentation along lines that have two different formulas. They should simply have used the effeciveness percentagescale appropriately up to themaximum of eachand always increase 7%. The only problem is the initial assembly value to show. Perhaps the best solution would have been to just add the two numbers after giving correct assembly and experimentation to show the scale. For example, a great assembly on duration would be .3 * 79.82% = 23.95%. A great assembly on power should have been 95.83 * .3 = 28.75%. So these two numbers would be added together and divided by 2 to yield an initial assembly of 26.34%. From then on, under the covers, each great experiment would yield 7%. Under the covers, the power and duration would increase each by 7% until duration was capped then a little less after that because the effectiveness represents experimentation on duration plus experimentation on power divided by 2.


SWG attempted to do what the paragraph above described but I bet there was a bug in the assembly code so that the power did not originally start at 29% as it should have. Making it impossible to reach 95% power with 10 experiment points. This is a bug for sure.

Fixing it as I described would have shown the following during experimentation:

Great assembly would show 24% experimentation

experiment points duration power effectiveness (this is what is displayed)

0 (assembly) 24% 29% 26%

1 31% 36% 33%

2 38% 43% 40%

345% 50% 47%

4 52% 57% 54%

5 59% 64% 61%

6 66% 71% 68%

7 73% 78% 75%

8 80% - capped 85% 82%

9 80% 92% 86%

10 80% 96% - capped 88%


Thus capping experimentation using 10 experiment points as it should have been capped. This formula will work in all cases. Its simple math. Experiment two lines using two formulas under the covers but display it as a single line and average the experimentation values. This is what I think SWG intended to implement from the start but there was a bug in implementing it as designed. I can't imagine designing it any other way. If a single line has two formulas, then average the values from the two formulas to get the result, why would one formula have weight over the other. In other words the way SWG implemented it, because the avian has low decay, it is not possible to maximize the power even though the power formula has absolutely nothing to do with decay.


In this way, the duration would have been maxed at 80% and the power would have been maxed at 96% after using only 10 experiment points.


THIS is a glaring bug and what happens when you hire programmers that do not understand math.


All crafting correspondents should address this bug as it affects all experimentation lines that have two different formulas not just the effectiveness line on enhance D kits.

Message Edited by Odaen on 11-20-2004 01:29 PM



-------------------------------
Machine Mojo, Bria
Unlocked after 24 professions
Master Weaponsmith/Artisan/Architect shop at -410, -5480 south of Coronet
Machine Dragon
Novice Teras Kasi Artist, Novice Creature Handler, Installation Designer, Foreman, Master Artisan
Architect and Master Artisan Shop at -4800, 3400 south of Theed, Naboo
Zadokk
Sat Nov 20, 2004 5:25 pm
#8

Try crafting in a research centre, it will push some of your great successes into amazing ones - meaning you use less points per line.
Obata
Sat Nov 20, 2004 5:59 pm
#9


Your stab is right on. The reason for the drop in the % effectiveness gained is that you hit the limit on your duration. Once you hit the duration limit, the % increase is effectively halved in the display because it's averaging in the 0% gain from the duration. My best advice is to just ignore the % effectiveness scale, and watch your actual stats.


As for not hiting the max without using and 11th or 12th point, I've not experienced that. If I get great successes or better, I always hit the max with 10 points or less, even on 900+ power buffs.

Message Edited by Obata on 11-20-2004 08:00 PM



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
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Odaen
Sat Nov 20, 2004 8:13 pm
#10



The replies to my original post show that others have experienced this same bug. As for the 3% increases, its correct to say that its half of the 7% but the original assembly is bugged as the average would never yield 21% effectiveness. And the scale is wrong because the maximum experimentation equals the maximum on duration instead of the average of duration and power. It's clearly bugged and dissappointing because any crafter that does not have 11 points should be allowed to get the maximum potential from his resources using the 10 points.


For example, how would you feel if you were a new weaponsmith, spent a ton of money getting resources or time getting the best resources and then couldn't get maximum experimentation because you only had 10 points. Well same goes for doctor, the resources I am using are in the top 3 to ever spawn on Bria and I am unable to produce 90 med use packs because the decay on the avian is preventing me from maximizing power due to the bug in crafting since day one in the game.

Message Edited by Odaen on 11-20-2004 10:22 PM



-------------------------------
Machine Mojo, Bria
Unlocked after 24 professions
Master Weaponsmith/Artisan/Architect shop at -410, -5480 south of Coronet
Machine Dragon
Novice Teras Kasi Artist, Novice Creature Handler, Installation Designer, Foreman, Master Artisan
Architect and Master Artisan Shop at -4800, 3400 south of Theed, Naboo
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