Shipwright Archive

Thread: Okay, do you guys know what's the maximum of each stat of each component?

Akz
Tue Nov 02, 2004 6:05 am
#14

I just want to make one thing clear,


I absolute agree with how there isa choice, a balance, and each pilot to their own flavor.


But this isn't the point of this thread!!!


The point of this thread is just to see what's the maximum each stat can reach! I'm not asking for optimization, or the 'best' way to build a weapons, I am simply asking the Max Stat! Pilots have nothing to do with it, cause we aren't the one that see how far each piece can be experimented to.


Hope that clears some stuff up since the last few posts all have to do with preference.



Akz'kan is my in-game name!
Hawkfire
Tue Nov 02, 2004 9:24 am
#15






Akz wrote:

I just want to make one thing clear,


I absolute agree with how there isa choice, a balance, and each pilot to their own flavor.


But this isn't the point of this thread!!!


The point of this thread is just to see what's the maximum each stat can reach! I'm not asking for optimization, or the 'best' way to build a weapons, I am simply asking the Max Stat! Pilots have nothing to do with it, cause we aren't the one that see how far each piece can be experimented to.


Hope that clears some stuff up since the last few posts all have to do with preference.





I think the discussion has gotten a little off track considering Akz's question. In response to his question, we could find out based on some math, but I don't know if our guess at the equation is going to be the same as SOEs.


For example, I craft a junk Heavy Ion Cannon and get a max damage of 2000 (values are examples only and NOT actual values) with the initial experimentation at 10%. I may then make a decent one with an initial experimentation at 30%, but the damage doesn't become 6000. The experimentation (at least the way I understand it) represent a percentage of the modifier above the base. So if the base is 2000 with a modifier of 1000, a 30% experiment would yield and extra 300 points.


As a shipwright I would like to know this information, but I doubt I'm going to sit there and try and craft 100% on each stat just to see the max.







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ZenDragonMLS
Tue Nov 02, 2004 11:27 am
#16

Some people are missing something.

It is *very easy* to figure out the min-max of ANY experiment line, using absolutely crappy resources.

All experiment lines have exactly the same formula:

value = BASE + (quality * DELTA)

So you make a component. After initial assembly it has a quality of 6%, and a value of 100. Then you experiment (1 point or 10 points, it doesn't really matter). You get 13% and a value of 120.

From those you find out that BASE = 82.86 and DELTA = 2.86.

Now you know that the MIN is 82.86 and the MAX is 368.58.

This is *exactly* what I did to find out the theoretical max/min in this chart:

Starship Armor - ****BETA VALUES****

Is it likely that someone will hit "max, max" on armor? No, because of limited experimentation points and limited resources. But now you know the upper and lower bound on the component for that value. You can calculate a nominal average value to use in exploring ship loadouts. You can see how much leverage you get with each attribute.



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jrscott
Tue Nov 02, 2004 2:56 pm
#17

Hehe. And the discussion goes quiet


Excellent post ZenDragonMLS.



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Slochini
Tue Nov 02, 2004 3:27 pm
#18

The other problem is resources vary. Akz is a Wanderhomie. We have diffrent stuff then all the other servers. Also take into account that stuff like armor and weapons have sub components. Plus the fact that SEVERAL resources...as many as 8 (6 unique) are required. You very well may NEVER see a 30% on ANY line because of resource limitations. Theoetical max is moot. If someone posts a theoretical max of 2000 damage on an ion cannon but the server resources allow a MAX of 1600 people will think we are ripping them off. I understand the need for this info but the prof is so new plus its so hard to quantify in the way you want it may be awhile before server specific info is available.
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