Droid Engineer Archive

Thread: It happened again :)

GenieWH
Mon Aug 30, 2004 6:57 pm
#14

Wiz, what exactly happens when you get this exceptional success? From my understanding, you are in a Research center with a perfect 45.00 Private w/d/g station and using a perfect 15.00 w/d/g tool. You have +20 total droid experimentation bonus and 12 experimentation points. You have 0 additional points to assembly (Does this include wearing a Droid Toolbelt?)


You craft using exceptionally good resources (Best ive got, the best on Radiant is Ynesa Polysteel Copper, 999 oq and 976 cond. Tritetavipafiam Duralloy Steel with 586 Cond and 895 OQ. the best gas is 994 but its Culsion and nobody sells it. I use 977 right now)


You use no additives (Cake or Port)


When you assemble the resources and hit Create/Next/whatever, the tool crafts the item

Is it at this stage when the tool tells you the result, that it says Exceptional Success?


By looking at your screen on this thread, before you applied the experimentation to the effectiveness line, did it already say 99%?


Mostly curious at this point because on Radiant, crafting with the best resources -we- have I cant get better than a 106 R3 and I strive for the best. Im wondering if I haveta go all out or if I could just stay at my 44.XX Station in my house not in a research center.




The Icon
Radiant.Grymnir
Radiant.Shaye
Unofficial Radiant Events Correspondant

TheRealTK421
Mon Aug 30, 2004 9:23 pm
#15








MrWizzard wrote:

before I applied the experimentation, I had the full line of boxes to fill, which is what grabbed my eye this time... the bar went all the way to the end (it started at 29%, with a rating of 9 --8 is normal at 25% or so



Starting at 29% was what I saw most every time that I had hit the 20 Harv. mods when P8 was in testing. Sounds like this is pretty much the starting point to hit uber good Harvest modules. If you don't assemble to 29% or so...you're not gonna get there at all.





By the way, I've been keeping an eye on your Live successes on this. Well done, indeed.




/bow2

Most Respectfully,





TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Rippen208
Tue Aug 31, 2004 4:21 pm
#16

Okay then you're one ahead of me. Btw, does anyone think it strange that the 2 people who got a 119 rating and a 117 rating have both had it happen to them twice, while it has only even happened a handful of times? Interesting to consider what this could indicate. No, it can't be just dumb luck (the odds are too great), so what is it?

As for it being a bug, I have said elsewhere that I don't think it is. If it was a bug of some sort, you'd expect it to be a perfect rating, a zero rating, or some weird thing like that. I don't think a bug would produce just a very good droid within normal parameters.

Btw, both times that I got a 19.xx rated module (for a 117-rated droid), I wasn't using any skill modification of any sort. No toolbelt, no wine, no manufacturing city, no nothing. And I was standing in front of a decent, but not great crafting station (current one is 40+ rating, first one was 33). This seems to show to me that all that stuff doesn't have any bearing on this occurring.


Rippen

P.S. - I have 40 of the 117-rated harvest droids left to make, and then the schematic runs out.
Straker_Atrella
Tue Aug 31, 2004 6:01 pm
#17

Here is why I am pretty sure this happens, and it is not a bug.


I "believe" that on the assemblies and experimentaion %'s, there are hidden values in the numbers that you cannot see. Have you ever filled the exp bar and got a 12 on a mech quality, then the next time got a 13 for mech quality as well. Yet in both cases all the boxes were filled and the same stuff was used.


For example, let's say 24% is what you normally start at with a harvestor mod. Now depending on the actual assembly, that 24% may actually be 24.83% or something. So if you get a really really good assembly, then you could break 25%. The same thing can happen in the exp stage.


So why doesn't this happen more often? I myself have made HUNDREDS of Harv mods trying to get it to work. I think that the variance from these hidden numbers caused by the assembly is pretty small. So in order for this to happen, you need to be on the upper part of the %. Meaning if my resources are only good enough for my range to be around 24.25% I could make millions of them, and this wont ever happen to me.


I hope that made sense.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
GenieWH
Tue Aug 31, 2004 10:10 pm
#18

the thing is though, I never see any difference with the assembly of any of my items. Since master the assebly quality hasnt changed percentages with experimentation when I build stuff, whatever the case


For example, with the materials I use for my Harvester Modules, I always get a 24%. That gives me a 17 rated module. Using slightly lesser copper, I get 17 with an item quality 1 point lower. Combining the first 1 3 times gives me a 53 total bonus (Meaning the module is actually 17.60+ something) where as the second module combined in 3 gives me a 51. I know resources effect the outcome of the assembly and the roll, but ive never had differing results from the same resources over and over again. Always the item had the same quality.


So this is confusing me slightly...




The Icon
Radiant.Grymnir
Radiant.Shaye
Unofficial Radiant Events Correspondant

Straker_Atrella
Wed Sep 01, 2004 3:09 am
#19

I also have had this happen, I experiment on stuff I don't need to as well. I could get it to happen pretty regurlarly with combat clusters. Sometimes I would start at 6% other times at 7%. I'll have to see if I still have the resources that I used, as you can see, they were crappy.


Experiment on stuff, watch your numbers closely. You will see that when you fill one box, quality goes up, the next box a good stat does. The next box, nothing. Yet if you watch carefully, sometimes different things will change for each box. This leans towards my theory of numbers and values we can't see.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Malitevv
Wed Sep 01, 2004 11:31 am
#20

I understand the "numbers and values we can't see" idea. But the problem I have with the idea that this isn't a bug is this: In those cases where this "super assembly" does not happen,the number of experimentation boxes available to be filled can always be exactly predicted ahead of time. It is the always a weighted average of the resource stats where the weights are determined by combining the percentages with the quantity of each resource. But if the uber amazing assembly happens the rules completely change. So if this is intentional it is clearly a non-intuitive on|off sort of thing. Get anything other than an ultra-rare super assembly and your crafting session obeys one set of rules (those I mention above). Get the ultra-rare super assembly and the rules change.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Malitevv
Wed Sep 01, 2004 12:23 pm
#21


I still think this is a bug. And these are the reasons why:



  1. It is totally random. Every time somebody reports it, they give completely different explanations as to what we need to do to make it happen. Last time it happenned the person insisted we need to use the crafting foods. This time we're told it's not necessary and that maybe we need to be in some kind of city that gives us a crafting bonus.

  2. It goes against the rule that the stats of the resources determine the best you can do when you craft an item. If what people are reporting is not a bug, then it means there are two different contradictory rules for how crafting works. 99.99% of the time thenumber of experimentation boxes availablefor you to fillis fixed by the stats of your resources. But, if you are so lucky as to get one of these "super duper ultra amazing" assemblies, the rules completely change. When that happens, you get extra experimentation boxes to fillthat by the ordinary rulesare not there.

  3. finally, if they did this on purpose, the code to manage it looks pretty complicated because it is so excruciatingly non-linear. I personally don't think that the developers would have taken the time to implement such a change on purpose with so many other pressing issues.

In any case, what it looks like to me is that the code that sets up the experimentation boxes after the assembly is finished makes some assumptions about what can and cannot happen during the assembly. But some relatively recent change to the crafting systemcauses that assumption to be invalid in some rare instances if your assembly happens to hit "certain values". When that assumption becomes invalid, the numbers don't add up right and you end up getting extra experimentation options.


That's just my opinion anyway.



BTW: I have seen this happen before. I regularly experiment on everything, even things that don't matter, just to increase the probability that I will see this "feature". It happenned to me when I was crafting a droid brain (at least I think it was a droid brain. it might have been something else, but it was definitely some item for which experimentation is irrelevant). I used utter crap for resources; stuff that ordinarily only lets me get about 35% on the experimentation max. Yet I got some bizarre assembly results and all of a sudden I was able to experiment way past 50% on the item.


Message Edited by Malitevv on 09-01-2004 12:31 AM



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Straker_Atrella
Wed Sep 01, 2004 1:09 pm
#22

Hmm ok, when I get home, I'll need to look at that 8/10s of a box thing. Never really looked at partial boxes, nor noticed them really.


How do you explain that if I fill all the boxes one time, I get a 18 rated module with 13 quality, then the next time I get one with 12 quality. Yet all the boxes are filled the same way. This leads me to believe that even in the experimentation stage things are not as simple as we think.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Straker_Atrella
Wed Sep 01, 2004 1:15 pm
#23

Actually after posting that, I just realized that what you said actually makes sense and fits into what you and I have talked about.


Let's use your partial boxes point. Let's say it says you should get 8.75 boxes. What if with a decent assembly, it was modified by the assembly role and you actually got 8.80 boxes. Would you actually visually notice a difference? Probably not.


So in my example with my mech quality going from a 12 to a 13 and back and forth, that may be because my assemblies on some are just a little bitbetter then others. This is something that I can repeat very very easily with current resources.




-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Obo_alCan
Wed Sep 01, 2004 1:30 pm
#24

Would your 12's and 13's on mech quality be associated with great and amazing assembly successes?

It would be interesting to see if a stack of 6 of those 12's (all identical) and then another stack of 6 of the 13's would produce a different final rating. In other words is the hidden decimal rating on the two models different.





Obbo al'Can Master Artisan, Master Shipwright, Master Droid Engineer
al'Can Droids 775 -3955 Coronet

Oboal Master Commando. Master Swoop Racer!
Malitevv
Wed Sep 01, 2004 2:35 pm
#25






Straker_Atrella wrote:

Hmm ok, when I get home, I'll need to look at that 8/10s of a box thing. Never really looked at partial boxes, nor noticed them really.


How do you explain that if I fill all the boxes one time, I get a 18 rated module with 13 quality, then the next time I get one with 12 quality. Yet all the boxes are filled the same way. This leads me to believe that even in the experimentation stage things are not as simple as we think.







The type of module and the actual scores that are associated with experimentation are irrelevant so far as this point is concerned. It's just an issue of the experimentation percentage. Your experimentation success for each bar is always a number between 0% and 100%. And it is that percentage I am talking about. How that percentage translates to a stat is a secondary detail so far as I can tell. The crafted item stat in question will be equal to percent*(the maximum value for that stat). But that doesn't play a role in determining what percentage you get.


Each experimentation box equates to 10% of the experimentation. And the stats of the resources determine how many experimentable boxes will be there. So suppose the item requires one resource type and depends on100% overall quality and the overall quality of your resource is say 650. Then you will have 7 experimentation boxes available to you when you start experimenting. If you fill them all successfully, your final experimentation percentage will be 65%. If the OQ of the resource used is say 982 then you will have 10 experimentation boxes available to you when you start experimenting and if you successfully fill them all, your final experimentation percentage will be 98%. Now there is evidence that it is actually 98.2% in that case. Because you can see the result of that extra 0.2% when you combine things like detonation or combat modules together and watch how the hidden fractional percentages add up. In the case of detonation modules it is very easy to experiment and test that this is the case. For more complex items, the max experimentation that you can achieve is determined by the weighted sum of the stats of the resources, but the basic idea is the same.


In any case, that is the way it usually works.


In any case, when this "ultra-amazing assembly" happens these rules change. When the ultra amazing assembly happens people are observing that they are able to experiment to a percentage that is higher than what the resources should allow. If you got an "ultra-amazing" assembly when crafting a final droid while using 980 OQ chemical, you would find that you are able to experiment all the way to 100% even though the 980 on the resource's OQ would ordinarily set the experimentation percentage cap at 98%.


In terms of what you are asking, if you successfully completely fill all of the relevant experimentation boxes, the result should always be the same. Your not being clear about what you mean by "filled the same way". When you say that do you mean that the final experimentation percentages reported for each experimentation bar are identical?? Even if they appear to be, you can't know if they really are unless all relevant experimentation bars are completely and totally experimented. When you say "filled the same way" do you mean that all experimentation boxes are completely full and there is nothing left for you to experiment on? Or do you mean something else?




---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Malitevv
Wed Sep 01, 2004 2:45 pm
#26






Straker_Atrella wrote:


Let's use your partial boxes point. Let's say it says you should get 8.75 boxes. What if with a decent assembly, it was modified by the assembly role and you actually got 8.80 boxes. Would you actually visually notice a difference? Probably not.






I'm not looking for visual differences. I'm looking at differences in the stats that come out at the end. I've seen no case where the stats you get for a given set of resources are not identical from one case to another if you use the same resources and successfully fill all the experimentation boxes that determine the value of that stat. If the resources suggest 8.75 boxes are what you should have available to you, then the final stats of your item are always 87.5% of the best possible for that item stat if you successfully experiment all the way to 87%. You will never be able to experiment to 88% in this case unless you get the freak "ultra-amazing assembly". In the absence of the ultra-amazing assembly, I have never seen any correllation between the max experimentable percentage and the assembly result.


If you have evidence of something different, I would be interested in seeing it. It sounds to me like you are talking about the case where you haven't completely filled all the experimentation boxes for the experimentation bar that sets the quality of the item. When that happens, the assembly result does matter of course. But that is not the case we are talking about. We are talking about the fact that when this freak "ultra-amazing" assembly occursthe best possible experimentation you can achieve for a given baris artificially raised.





---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Page 2 of 4