Droid Engineer Archive
Thread: Small Crafting Change on TC?
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EnigmaBSc
Thu Apr 21, 2005 3:39 pm
#1
In the course of trying to find an equation to calculate the final experimentation percentage for a detonation module given a specific set of resources I noticed a disparity between Live and TC. I believe I've now discovered what this disparity is. It appears that the crafting formula for schematic slots requiring Copper, where the experimentation relies 50% on overall quality and 50% on conductivity, has changed from OQ/2 + CD/2 to OQ/2 + CD - 500.
If you have a schematic which requires 1 unit of copper and 1 unit of non-ferrous metal, on live putting copper into both will result on the red/yellow/green bars beside the slots showing the same result. On TC the values will be different. Can anyone confirm this for me? If this is true and remains on TC then those of you who do not have perfect conductivity coppers may be advised to make schematics before the combat upgrade hits, as quality will reduce with this change.
Example:
Copper with 921 CD and 937 OQ.
Live formula (OQ/2 + CD/2) = 929.
TC formula (OQ/2 + CD - 500) = 889.
I have not looked into how this translates for schematics that do not have a 50/50 conductivity/overall quality experimentation split.
Interesting that crafting is entirely outside the scope of the Combat Upgrade, but changing out experimentation formulae isn't.
EnigmaBSc
EDIT: Had got OQ and CD the wrong way round for the TC example calculation.
If you have a schematic which requires 1 unit of copper and 1 unit of non-ferrous metal, on live putting copper into both will result on the red/yellow/green bars beside the slots showing the same result. On TC the values will be different. Can anyone confirm this for me? If this is true and remains on TC then those of you who do not have perfect conductivity coppers may be advised to make schematics before the combat upgrade hits, as quality will reduce with this change.
Example:
Copper with 921 CD and 937 OQ.
Live formula (OQ/2 + CD/2) = 929.
TC formula (OQ/2 + CD - 500) = 889.
I have not looked into how this translates for schematics that do not have a 50/50 conductivity/overall quality experimentation split.
Interesting that crafting is entirely outside the scope of the Combat Upgrade, but changing out experimentation formulae isn't.
EnigmaBSc
EDIT: Had got OQ and CD the wrong way round for the TC example calculation.
Message Edited by EnigmaBSc on 04-21-2005 06:01 PM
Jenden
Thu Apr 21, 2005 7:14 pm
#4
Ok, something's definately up here.... I ran the test with detonation modules, and sure enough its just COND -500. However, I ran a similar test with level 2 armor modules (random pick) and they actually ended up 2% higher than they should have been under the old system (which I haven't been able to figure out yet). Anyway, bringing this up wtih the devs now.
Shmook
Thu Apr 21, 2005 11:06 pm
#5
Sorry, the topic isn't even about results to the mod, just the basic 50%/50% formula so I'll ask another time!
Message Edited by Shmook on 04-22-2005 09:36 AM
Straker_Atrella
Sat Apr 23, 2005 10:24 am
#6
Just so people know, Jenden is at the Indy breakfast, which the Devs are at as well. So he probably wont be posting on this issue this weekend, however, I am sure he will be asking them about.
Heh it's bad enough that we need to prep for the CU and make sure we are combat ready, we shouldn't need to worry about cranking out schematics due to crafting nerfs as well.
Straker_Atrella
Mon Apr 25, 2005 10:31 am
#7
Jenden, we hear anything back on this yet? This is pretty major, will drastically affect quality, need to plan.
Jenden
Mon Apr 25, 2005 11:04 am
#8
Not yet... I'm working on getting more data, and if anyone else wants to help would be much appreciated. I want to track down exactly what kind of change this is.
Reaperss
Mon Apr 25, 2005 11:25 am
#9
This seems to be related to the AS expirimentation changes
they simplified expirimentation in AS and probably screwed us in the process. This stuff doesn't even upset me anymore...
Jenden
Mon Apr 25, 2005 11:33 am
#10
What may be happening is different resource stats being required (but not listed), so for anyone thats testing keep that in mind.
Straker_Atrella
Mon Apr 25, 2005 11:36 am
#11
Either way, they shouldn't have been messed with. Shouldn't be that hard for the devs to check and see what is different and how it got changed.
Compare the live crafting code to the TC code. It was already verified that something is different, I don't know what more information we cna give, they have far more to look at then we do.
Jenden
Mon Apr 25, 2005 11:59 am
#12
Hmmm, after doing some more tests with different resources (for now just with the detonation module) its definately just taking CND - 500...
Reaperss
Tue Apr 26, 2005 12:11 am
#13
Jenden wrote:
Hmmm, after doing some more tests with different resources (for now just with the detonation module) its definately just taking CND - 500...
Jenden ask the AS correspondent about this, I'm almost positive this is because of the AS changes.
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