Shipwright Archive

Thread: Getting max damage on missles, what am I missing?

Sharkboy
Sun Aug 28, 2005 9:46 pm
#1

Ok,


Looking at radioactive stats, I thought I had determined the best to use for making missles. It didn't work, so what am I missing?


Here are some examples:


Mark III proton. For Max damage it requires Steel OQ 100%, and High Grade Polymetric Radioactive PE 50%, OQ 50%.


Using a common steel with 996 OQ.


3 different radioactives.


1st proton missle:


Steel - OQ 996

Radioactive - PE 802, OQ 317

Max damage achieved 7127



2nd proton missle:


Steel - OQ 996

Radioactive - PE 872, OQ 474

Max damage achieved 7308



3rd proton missle:


Steel - OQ 996

Radioactive - PE 536, OQ 993

Max damage achieved 6882



If PE and OQ are divided 50% and both have a range from 1-1000, they why is PE making more of a difference in the overall output.


If it's truely split 50% then the 2nd missle should have the same Max damage if the OQ and PE were reversed..PE 474 and OQ 872 and if that's true then the 3rd radioactive is higher in both stats.


My guess is this may be a bug and the OQ may be capped at 500 in the formula and anything greater is not used.


Also the green bar next to the resource when crafting is highest when #3 radioactive is used, but I don't think it's being calculated correctly.


Anyone else notice anything like this or am I missing something.


Thanks,


Igen
Nearro
Sun Aug 28, 2005 10:43 pm
#2

First, are they all crafting the same (same tool and all coming out as Great successes on the initial or did you get an amazing on one of them)

Some quick thoughts though:
#1: Final product should be 77.75% quality
#2: Final product should be 83.45% quality
#3: Final product should be 88.025% quality

**Math on that one: ((((PErad + OQrad) / 2) + OQsteel)/20
**Logic on math: For one, that's the same type of formula to determine the max damage on weapons, which has never proven me wrong. It's quite simply ((PErad * 50% + OQrad * 50% + OQsteel * 100%) / 2)/10, or, in a more general term, ((Stat * weight)/number of materials)/10 (to get a final percent). Just repeat the (Stat * Weight) section for each stat needed.

So, from that perspective, #1 and #2 look about right, but #3 looks like it was just a "Good success" on the initial craft instead of a Great. Yes, #3 should give you the best maximum damage.

And, not in game atm or I'd run it through, but using that formula with the resources I craft my QuickFires gives me:
Steel: OQ 1000
Radio: PE 962 OQ 838

Final product: 95.0% quality, which seems about right.

I know those materials are setup for 97.49% total quality on my quickfires, which makes one hell of a gun. Never really tried it with missles, so don't have numbers to run off of with those resources.



NearroCEO of NearroSpace
Nearro's-Ships CrafterHead Engineer and Productions Manager, NearroSpace
-1033, -4372 Naboo, just 540m North of Oasis, Bloodfin
=====Nearr's Armorsmith Cheat-Sheet=====
=====Nearro's DPS Calculator=====

Goraf
Mon Aug 29, 2005 5:40 am
#3

There is no bug at work here. I used to make the same mistake. The SCHEMATIC is 50% OQ 50% PE. Because steel does not have a PE, the quality of the steel is only used in half of the calculation. The calculation looks like this:

Missile One: (1000/1250*996+250/1250*317)/2 + 802/2 = 831 = 83.1%
Missile Two: (1000/1250*996+250/1250*474)/2 + 872/2 = 881 = 88.1%
Missile Three: (1000/1250*996+250/1250*993)/2 + 536/2 = 765 = 76.5%

Because steel does not have a PE, the PE of the radioactive has a huge effect.



Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn

Sharkboy
Mon Aug 29, 2005 7:07 am
#4






Nearro wrote:

So, from that perspective, #1 and #2 look about right, but #3 looks like it was just a "Good success" on the initial craft instead of a Great. Yes, #3 should give you the best maximum damage.






Believe me, I thought that was the case so I crafted several more and observed the whole process to make sure.


Looks like Goraf's calculation is more accurate. I didn't realize resources that didn't have the required PE or stat, made the PE or stat of the other resources more effective.


Since that's the case...Using a high OQ lube oil in ship chassis instead of a high M,O,S,U polymer could hurt your outcome.
Drakulos
Mon Aug 29, 2005 7:45 am
#5

I have the same result when trying to make high damage missles. On my server we have had bad luck on getting nice Shipwright Radioactive and Fiberplast. I have only a few hundred more of the 994 PE radioactive that I use to make the really nice missles I sell. Even though I do have the best average radioactive in stock, the value of the PE for making Reactors, Capacitors and Missles makes getting a good amount of Radioactive hard to find.If you do start making great missles, you should make sure you can keep providing such, otherwise your customers may end up shopping elsewhere.




Drakulos / Drakonos / Drakonus
T'Doshan Industries - SHOP
LEGENDARY Shipwright Brand [tm]
+ 2 Chassis, Engines and Weapon Systems Specialist.
Rated A+ by Imperial and Rebel Galactic Business Bureaus
Apotheon, Naboo ( 0% TAX sales ) ( -230, -4145 )
Nearro
Mon Aug 29, 2005 8:08 am
#6

Very interesting. I'll definately have to run some tests using that formula on my weapons to see what kind of impact that has. The one I posted above I use for figuring out Min/Max/vsShield/vsArmor/Refire rates on weapons, and as of yet, it's 99.8% accurate, or better, when prediciting the final output.

The real curious thing is if they use different formulas for different components. I'll post more info on it once I run some more tests.



NearroCEO of NearroSpace
Nearro's-Ships CrafterHead Engineer and Productions Manager, NearroSpace
-1033, -4372 Naboo, just 540m North of Oasis, Bloodfin
=====Nearr's Armorsmith Cheat-Sheet=====
=====Nearro's DPS Calculator=====

Slysix
Mon Aug 29, 2005 1:19 pm
#7

Go for high quality Lubeoil instead of Polymer in parts that require chemicals...you won't have to worry about the extra stat that polymer introduces.

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