Shipwright Archive
Thread: Full stats on all shipwright crafted items (careful, LONG post)
Mailo wrote:
I'll post a link in the Pilot profession forum to this one, no need to have it twice. But I guess I would have to add some more infos, not every pilot knows enough about the shipwright profession to immediately understand this numbercrunching.
I'll link to it off one of the Pilot Stickies (Guide to Pilot and FAQ)... and have already linked to it from the sticky here I control (Shipwright Links/FAQ)
Very nice work.
sciguyCO wrote:
Due tosome rounding issues on the stats, there is a margin of error with this method. If you wanted perfectly accurate numbers for MinStat and MaxStat, you'd have to actually hit 0% (generally with a crit fail) and 100% (requiring 1000 stat resources).
The initial and maximum Experimental Percentage (EP) depend on the resource stats, resource amounts and the applicable stat percentages for the item youre making.
These values make up the Weighted Resource Value (WRV) and determine the initial and maximum EP this way :
Initial EP = 0.00000015 x WRV^2 + 0.00015 x WRV
Maximum EP = 0.001 x WRV
Example:
50 x Resource A with CD=500 and OQ=800
20 x Resource B with OQ=700 (No CD on this resource)
30 x Resource C with CD=700 and OQ=600
For the item stat: 40%CD / 60%OQ
The CD contribution to the WRV is:
0.40 x [(50x500) + (30x700)] / [(50+30)] = 230 (NOTE : Resource B doesn’t contribute because it has no CD)
The OQ contribution to the WRV is:
0.60 x [(50x800) + (20x700) + (30x600)] / [(50+20+30)] = 432
WRV = 230 + 432 = 662
Initial EP = 0.00000015 x 662^2 + 0.00015 x 662 = 16.50366% (SWG will display 16%)
Maximum EP = 0.001 x 662 = 66.20000%
With the exact initial EP you can accurately calculate the item stat at 0% experimentation.
Well, maybe I didn't because I've never seen that formula for initial EP
Unfortunately I have no idea what ressources I used for my tests, since they were done over the course of three weeks using whatever I had on hand.
I might use your info to redo some values, but that would take a huge amount of time (also because on shipwright items, one stat uses CD/oQ, and the next one oQ/PE) ... I'll concentrate first on getting the data I have into a readable format.
On a different note ... has anyone else noticed that some optional upgrades are rather ... terrible?
The worst is the Droid Brain Upgrade ... the Mark V version has exactly the same benefits as the Mark I version ... at several times the ressource and energy cost.
The Quickshot Upgrade also is something I would never use ... reduce the delay between shots by max 0.068 seconds, and increase the energy cost per shot by 3 or more?
@Humdoros
Thanks for the offer to host it, I'm still trying to figure out what layout would be most efficient and printable ... squeezing all the optional upgrades into yours might be difficult, I'll play around with it tonight.
The quickshot upgrade is really useful, though, especially for single-weapon ships that don't really have to worry about their capacitors. And really, with WO 3 and CO 3, I think there's an awful lot of ships that could space a few more energy/shot when it means that significant an increase in their refire rate.
Agreed. Especially on lower-level ships, it's easy to have a looted capacitor with a high enough recharge that you almost cannot drain it, even just holding down the fire button continuously. On the big ships with several weapons, I can see the additional power drain being more of a problem.
TomoRainer wrote:
The quickshot upgrade is really useful, though, especially for single-weapon ships that don't really have to worry about their capacitors. And really, with WO 3 and CO 3, I think there's an awful lot of ships that could space a few more energy/shot when it means that significant an increase in their refire rate.