Shipwright Archive
Thread: Orske's Current Best Resources for Shipwrights
I thought it may be something to that effect, but my math skills were not up to the task this morning.
It makes perfect sense now. Thanks a bunch!
I have been msw since right before the cu went live but all I ever did was reverse engineering, mainly because my game time is very limited and chasing down resources was not, imho, "fun".
now, having discovered this wonderful tool you have made, I am going to be able to do some actual crafting ( although still limited by my real life schedule). the time to find and gather up good quality resources has been reduced to a mere fraction of what it was before (at least for me).
You have my undying gratitude,
Primalspirit
Big Bad Bria
primalspirit wrote:I have been msw since right before the cu went live but all I ever did was reverse engineering, mainly because my game time is very limited and chasing down resources was not, imho, "fun".
now, having discovered this wonderful tool you have made, I am going to be able to do some actual crafting ( although still limited by my real life schedule) . the time to find and gather up good quality resources has been reduced to a mere fraction of what it was before (at least for me).
You have my undying gratitude,
Primalspirit
Big Bad Bria
glad to hear it. be sure to let me know of any bugs you find.
next time i get a chance, I'm going to have it display the 'actual' stats and then my post-cu-modified-stats. That way people aren't confused by what swgcraft is reporting (and what they see in their inventory after they check the site).
I have no eta though, sorry, it's give and take when i get the time, heh.
annshadow wrote:
What does the Location after the resource stand for. For instance Found on: Corellia(9d 16h)antooine(8d 6h)
athomir(9d 5h):Endor(9d 5h):Lok(6d 1h):Talus(9d 18h):Tatooine(9d 23h)
What does Tatooine(9d 23h) etc. mean? I know it is a place on Tatooine but what does the (9d 23h) mean?
Thank you very much ... This info will help out a lot
It's basically the days and hours since it has been reported on that planet. So for the Tatooine (9d 23h), that resource has been on Tatooine for 9 days and 23 hours.
Basically, you want to take the longest time listed, as the resource appears on all planets at the same time, so the longest time there will give you an *idea* of how much longer that resource will stay in shift.
Message Edited by SandLizard on 05-31-2005 06:30 PM
OK found a flaw here with the Post-CU computations, related to my thread about type of resource. Currently for engine overdrivers, which are 40/60 cd/oq it says the following:
best: Quadoriki Quadranium Steel at 943.2[(924cd)40% + (956oq)60%] [ 94% ] (stats adjusted by the tool)
In actual crafting, it is not better than a current steel:
Itasis, Crystallized Bicorbantium Steel (Entered By Karlie / Not Verified) (true stats from swgcraft.com)
CR=428, CD=692, DR=41, HR=228, MA=720, OQ=907, SR=548, UT=118
In testing a Mark I Overdriver, the first steel came out to speed 9.65 and the crystal steel came out to 9.86.
When an item calls for a generic resource type--in this case, steel--it will weigh the resource's stats against the best possible stats for all steel types. However, it does not take capless JTL resources into account. The highest CD cap on non-JTL steel comes from duralloy steel, with a cap of 650, so when you use steel in an overdriver, it's calculated as follows:
[(CD/650)*.4] + [(OQ/1000)*.6) = max experimental percentage
With any CD higher than the "cap" being treated as the cap, i.e. 650.
The problem with your example of Quadoriki Quadranium Steel, then, is that the tool here is not weighing it against all types of non-JTL steel, but rather against all quadranium steels. SWG, however, is weighing it against all generic steel. Thus the better results from the second steel than from the one the tool is showing to be better.
In practice, this means that an overdriver built with a steel with 650 CD/1000 OQ is going to turn out much better than a steel with 1000 CD/800 OQ--650 CD is counted as "perfect," so the second steel's 1000 CD isn't any better than the first's 650.
I'm still not 100% sure of all this, but it seems to fit both the information we've got and the limited experimentation I've done.
The way to get the tool to calculate correctly, then, is to use the highest caps on all stats for a generic type of resource as the baseline. So for anything that calls for generic steel, that steel's stats should be weighed against the following numbers (min-max for all steels):
CR 1-800
CD 1-650
DR 500-1000
HR 600-1000
MA 1-400
OQ 1-1000
SR 500-1000
UT 400-1000
This is where things get really murky for me, as I don't know whether SWG weighs a generic resource's stats against the absolute cap, or as a ratio of the cap to the minimum possible stat. I'd guess the latter, but what happens in the case of JTL resources that are below the minimums? Like a crystallized bicorbantium steel with, say, 92 SR? Does it simply count that stat as 1%?
Message Edited by TomoRainer on 06-20-2005 04:40 AM
Reek12 wrote:Hehe, it sucks, but is there any possibility of changing the tool to reflect these findings, Orske?
will do what i can when i can heh
TomoRainer wrote:
The problem with your example of Quadoriki Quadranium Steel, then, is that the tool here is not weighing it against all types of non-JTL steel, but rather against all quadranium steels. SWG, however, is weighing it against all generic steel. Thus the better results from the second steel than from the one the tool is showing to be better.
In practice, this means that an overdriver built with a steel with 650 CD/1000 OQ is going to turn out much better than a steel with 1000 CD/800 OQ--650 CD is counted as "perfect," so the second steel's 1000 CD isn't any better than the first's 650.
I'm still not 100% sure of all this, but it seems to fit both the information we've got and the limited experimentation I've done.
The way to get the tool to calculate correctly, then, is to use the highest caps on all stats for a generic type of resource as the baseline.
pretty much dead on. have been updating another 'new and improved version' as we speak, heh.
hopefully, getting somebody to help make other professions' data files also, so this 'double plus new and improved' version is going to force selection of crafting profession, which, well, at the moment...forces you to choose shipwright, heh. anyway, *that* part works
basically, i *could* hard code those values in, but i'm using lunariel's resource caps -- and my tool does take the caps for the current resources, was an oversight by me, instead of taking 'generic steel' caps. the annoying part is that the 'shipwright' resources, like cryst. bic. steel, will probably screw up any 'scripted' fix to this, as all those caps are 1000. soooooooooooooooo.....still working on it. I may just hard-code in the fix, but I don' wanna do that! I'll figure it out somehow...
-Orske
http://www.tc.umn.edu/~lamm0039/cgi-bin/swg/cbr.cgi
Working on making it more profession-independant (if I can get the data files for other professions created for me, I'm too lazy to do it, besides, I'm only shipwright
FIXES:
1. In addition to displaying the 'modified' stats (slightly bugged, read previous posts by tomorainer, it's all correct), it displays the 'original' swgcraft stats also (if it's been modified, it's original/modified when displaying, otherwise, well, it doesn't matter heh)
2. Known bug: not fixed: computing capped stats for 'generic' resources (when they can be used) versus specific gated caps. Currently uses the caps for current resource, though it may be looking for 'generic' steel -- which takes *all* caps and the range therein (besides RoTW resources, they seemed to have been left out)