Shipwright Archive

Thread: Input from shipwrights on top 2 bugs April 2005

Treychyyk
Mon Apr 04, 2005 5:16 pm
#14

Ok, yeah, you're right. It's PE, but still my point stands in that it is saying OQ/Cond, and then it actually works with OQ/PE. Was able to get 3795 dmg blasters this time when I used high PE radioactive instead of purely high OQ. Just wish I had more of this stuff now.

Message Edited by Treychyyk on 04-04-2005 05:16 PM



Ibleu'Mahnose - Ibleu Inc Ships n More
City of Fanovetti on Lok -972 -940

Ibleu - Makes things go boom
SandLizard
Mon Apr 04, 2005 6:50 pm
#15

Loki, thanks for the great test results, confirms it for me!

EDIT: Hope no one minds, but I'll soon just remove the current (from in-game) system on the Best Current Resources for Shipwright tool (or whatever the name of it is heh) and replace it with these stats as it seems pretty set in stone to be OQ/PE.

Message Edited by SandLizard on 04-04-2005 08:52 PM




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
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\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
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IIscandar
Mon Apr 04, 2005 9:29 pm
#16

>>IIscandar, I think the only difference in max damage percent you have is from the OQ *only*, look at the PE of the radioactive you're using and switch it out with another to see some big changes.



Your absolutely right.


I did a test using two type of radioactive. All the other resources where the same. I made light blasters again.


Afomoism

DR 644 PE 783 OQ 999


23% exp with a final max dmg of 410


Tribipoa

DR 50 PE 994 OQ559


27% exp with a final max dmg of 415.3


That is a very drastic result for such a drop in OQ when the stat is not even listed as making a difference.


Nice work everyone!


This may have been said before, but I noticed the Exp min dmg sure has the right stats in it.


I know chassis is a big issue for everyone, but this fits the definintion of a bug much better. I'm going to use this as #2 bug.


Thanks to you all for your efforts in tracking this down.







IIscandar
Tue Apr 05, 2005 12:47 am
#17








Treychyyk wrote:
Let's see...

Wrong stats listed for crafting. Example is weapons listing conductivity but actually using UT. I believe there is another one that does this, but I can't think of it off the top of my head.
----



Treychyyk, I looked at the crafting menu and it the numbers look correct when I am crafting a light blaster for instance. I switchresources and the %'s change accordingly depending onthe conductivity or UT when that is called for. I even matched up the schematic with what is showing in the crafting window.


Would you or anyone elseelaborate a bit onhow to reproduce/verify this bug?


Thanks!


IIscandar
Tue Apr 05, 2005 12:50 am
#18

If you'd like to see the issue with the bugged "no graphic" guns put in, I'll need the following.






1. Loot name of bugged guns


2. Stats + re' level


3.effect (no graphics, no fire)


We need to find out if there is anything consistent about the bugged ones.



Thanks!


Dezrick
Tue Apr 05, 2005 1:38 am
#19



I think the RE naming is just a nuisance and chassis mass doesn't bother me, in fact I think it helps the profession because we don't need to get stacks of very good resources to waste on chassis.


The issues that affect me most are:



  • Capacitor crafting - inability to get good recharge rates

  • Engines - inability to get good YPR and speed ratios

  • Shields - whats the point of being able to experiment on so many things with only 10 points - front and back need to be removed to make 1 hit point which is averaged across front and back, thus liberating 5 exp points to be put on hit points, mass, energy drain, or recharge rate (15 experiment points would be a JTL balacingbonus here to to reduce the single hit kill issue).

  • Droid brain upgrades - broken - there's no point in making anything other than level 1.

  • Resources - incorrect stats being used, that are inconsistent with the schematic.

Message Edited by Dezrick on 04-05-2005 12:02 PM



______________________________________

Dezrick (Master Shipwright)
Just about everything in stock - restocked daily
Theed Mall -5459 3436 Naboo

______________________________________
Jagged-F3l
Tue Apr 05, 2005 7:04 am
#20






IIscandar wrote:



I need the top 2 bugs you are seeing right now as a shipwright. Please keep in mind that there are a lot of major issues that are not bugs.


Here is what I have submitted so far. I looked at the current issues sticky in this forum and found many of the issues/bugs no longer exsist so I'm asking for your help in identifing the current top 2 bugs.Below are two bugs that I felt would make a big difference for us were they fixed/changed. I'm pretty solid about the first one, however, if another bug trumps the "chassis" for you please respond with it here.


Shipwright Top 2



  • Naming of reverse engineered components - When naming a reverse engineered component a shipwright gets only one chance. If a character or name that is reserved is attempted, the naming fails with a message telling the shipwright that name is reserved. The component then takes on the name of the 1st piece of loot placed in the component analyzer. Suggestion is to not allow the naming process to complete unless a non-reserved name or "default name" is chosen. The default name would be the name of the first component placed in the component analyzer.

    Ihave to be honest with you. I don't reverse-engineer components for the following reasons: 1) sort of my own little boycott of looted components, and 2) who has this kind of inventory space?

  • Chassis- Ratio of improvement in a given chassis's mass when using high quality resources is out of proportion to the improvement of component stats. Component stats have a much higher % improvement when using high quality resouces.

    This doesn't bother me so much as the experimentation problems I indicated in a previous post. Istrongly this is the way the devs intended it.

Message Edited by IIscandar on 04-05-2005 01:13 AM








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IIscandar
Tue Apr 05, 2005 7:28 am
#21

Ok here is what I submitted. Keep in mind they were only asking for bugs. Issues such as ypr, capacitors, and other aspects we'd like to see changed were not a part of this submission.



Shipwright Top 2



  • Naming of reverse engineered components - When naming a reverse engineered component a shipwright gets only one chance. If a character or name that is reserved is attempted, the naming fails with a message telling the shipwright that name is reserved. The component then takes on the name of the 1st piece of loot placed in the component analyzer. Suggestion is to not allow the naming process to complete unless a non-reserved name or "default name" is chosen. The default name would be the name of the first component placed in the component analyzer.



  • Experimental Damage Max -In the crafting tool and schematic, Conductivity and Overall Quality are listed as thedeciding factor in this lineofstarship weapon assembly.Several players including myself have tested and confirmed that Potential Energy and Overall Quality make the most difference when crafting and experimenting in this line. Light blasters maxdmg go from 23% before experiementation to 27% before experiementation just by changing radioactive with PE 783 OQ 999 (afomoism) to radioactive with PE 994 OQ 559 (Tribipoa). Neither resource has conductivity as a stat and the OQ went down 440 points yet the end result is much better. Suggestion is to change this to represent PE and OQ as the stats that makethe difference. This would match with what it says for the Experimental Damage Min line.


I thank you all for your input. This is only one step. We have many more to go.

Dezrick
Tue Apr 05, 2005 8:53 am
#22


Top 2 BUGs:

1) Weapons crafting uses the wrong stats to construct the weapon from (ie. the stats used do not match those in the schematic) - as you stated

2) Droid Brain upgrades experiment to the same speed modifier regardless of the level of the upgrade.

Message Edited by Dezrick on 04-05-2005 04:54 PM



______________________________________

Dezrick (Master Shipwright)
Just about everything in stock - restocked daily
Theed Mall -5459 3436 Naboo

______________________________________
SandLizard
Tue Apr 05, 2005 10:20 am
#23



IIscandar wrote:
Ok here is what I submitted. Keep in mind they were only asking for bugs. Issues such as ypr, capacitors, and other aspects we'd like to see changed were not a part of this submission.
Shipwright Top 2
  • Naming of reverse engineered components - When naming a reverse engineered component a shipwright gets only one chance. If a character or name that is reserved is attempted, the naming fails with a message telling the shipwright that name is reserved. The component then takes on the name of the 1st piece of loot placed in the component analyzer. Suggestion is to not allow the naming process to complete unless a non-reserved name or "default name" is chosen. The default name would be the name of the first component placed in the component analyzer.

  • Experimental Damage Max - In the crafting tool and schematic, Conductivity and Overall Quality are listed as the deciding factor in this line of starship weapon assembly. Several players including myself have tested and confirmed that Potential Energy and Overall Quality make the most difference when crafting and experimenting in this line. Light blasters max dmg go from 23% before experiementation to 27% before experiementation just by changing radioactive with PE 783 OQ 999 (afomoism) to radioactive with PE 994 OQ 559 (Tribipoa). Neither resource has conductivity as a stat and the OQ went down 440 points yet the end result is much better. Suggestion is to change this to represent PE and OQ as the stats that make the difference. This would match with what it says for the Experimental Damage Min line.

I thank you all for your input. This is only one step. We have many more to go.






for the second one, the REFIRE rate along with experimental damage max is also cd/oq in game, but should be oq/pe




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

Loki_Ashaman
Tue Apr 05, 2005 10:59 am
#24






SandLizard wrote:





IIscandar wrote:


*snip*

I thank you all for your input. This is only one step. We have many more to go.







for the second one, the REFIRE rate along with experimental damage max is also cd/oq in game, but should be oq/pe





Hopefully as the Devs look into the Max Damage, they will see the other ones that are linked incorrectly.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


IIscandar
Tue Apr 05, 2005 11:03 am
#25

My hope is they might examine all the components for this kind of issue.
Taury
Thu Apr 07, 2005 7:04 am
#26

My main issue, and i don't know if its a bug, or intentional, is with missles. I find that theImgage-rec pack 1, i get .55 to armor and shields, however,image-rec 2 and 3 it goes back down to .48 vs armor and shields, just about like any ol proton pack. The difference is theImage-rec 1 takes any ol radioactive, and the II and III's take high grade polymetiric radioactive.


The opposite happens with Seismic, where 1's are aweful, but II's and III'sI get like .106 vs shieds and .95 vs armor same difference is the radioactive requirement.


Concusion I's are more effective vs Shields then II's are....


and protons I, II, and III's get progressivly more effective vs armor/shields, but IV's drop down to .42


I would think that each item would progressivly get better, but thats not the case as effectiveness is related. I'm not comparing Ammunition, refire, or min/max damage, those seem to be in line, but the effectiveness ratings only


to me a seismic II is better then aspace bomb I (only .83 effectivness)requireing the same resources, the max damage is less on the seismic, but the effectiveness is nealry that of a space bomb II, with 12 uses, vs the 3 of a space bomb I.....


This all just doesn't seem to be inline with each other as far as effectiveness is related......




Starships by Zoey

Lok, Intrepid






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