Shipwright Archive
Thread: Elite Engine What a waste?
the devs should go all out and release massive patchs everyday for like 3 or 4 weeks, that'd get **** fixed
Loki_Ashaman wrote:The problem is in that the asteroid resources only have OQ, but the components require other stats too. Devs should either add more stats to the asteroid resources, remove any stat requirement except OQ, or add a couple of ground resources to the components.
This actually isn't the problem. You'll notice other schems with similar requirements don't have the problem(Elite Sheilds, for example).
Time for a refresher course on the crafting system and resource stats.
Usually, when a resource calls for two stats, they're weighted as the schematic describes. So if the schem calls for two resources, and it's 66% CON and 33% OQ, for example, the equation for the combine is as follows:
(((OQ1 + OQ2)/2)*.33 + ((CON1 + CON2)/2)*.66)/1000 = Max Experimentation %
Now, say resource 2 ONLY has OQ, and no CON. People generally assume that this means the system uses a zero. This is not the case. Instead, it's thrown out of the equation. So if we have resources 1 and 2, and only resource 1 has CON, then the equation is:
(((OQ1 + OQ2)/2)*.33 + ((CON1)/1)*.66)/1000 = Max Experimentation %
Now, this is the case with MOST schems(including at least the Elite Sheilds, as I've gotten full experimentation on my test assembly). However, the Elite engine in particular is currently broken and is treating the missing stat as zero by mistake(I assume it's a mistake). This is leading to the crummy max experimentation numbers, as the ground resources are effectively having their stats cut in half. Which is why a 990 stat on the non-asteroid resources for the engine will only yeild somewhere around a 45% max experimentation.
It's a slight mistake, being exacerbated by the way the crafting formula works, which few people really understand.
Chasser26 wrote:the devs should go all out and release massive patchs everyday for like 3 or 4 weeks, that'd get **** fixed
You mean like the treatment this game got back before EQ2 became SOE's main focus?
CapnKate wrote:
Loki_Ashaman wrote:
The problem is in that the asteroid resources only have OQ, but the components require other stats too. Devs should either add more stats to the asteroid resources, remove any stat requirement except OQ, or add a couple of ground resources to the components.
This actually isn't the problem. You'll notice other schems with similar requirements don't have the problem(Elite Sheilds, for example).
Time for a refresher course on the crafting system and resource stats.
Usually, when a resource calls for two stats, they're weighted as the schematic describes. So if the schem calls for two resources, and it's 66% CON and 33% OQ, for example, the equation for the combine is as follows:
(((OQ1 + OQ2)/2)*.33 + ((CON1 + CON2)/2)*.66)/1000 = Max Experimentation %
Now, say resource 2 ONLY has OQ, and no CON. People generally assume that this means the system uses a zero. This is not the case. Instead, it's thrown out of the equation. So if we have resources 1 and 2, and only resource 1 has CON, then the equation is:
(((OQ1 + OQ2)/2)*.33 + ((CON1)/1)*.66)/1000 = Max Experimentation %
Now, this is the case with MOST schems(including at least the Elite Sheilds, as I've gotten full experimentation on my test assembly). However, the Elite engine in particular is currently broken and is treating the missing stat as zero by mistake(I assume it's a mistake). This is leading to the crummy max experimentation numbers, as the ground resources are effectively having their stats cut in half. Which is why a 990 stat on the non-asteroid resources for the engine will only yeild somewhere around a 45% max experimentation.
It's a slight mistake, being exacerbated by the way the crafting formula works, which few people really understand.
True and False.
True, if the resource doesn't have the stat it isthrown out of the equation.
False, if ALL resources used are thrown out of the equation, you have a problem. Go craft a weapon powerup from the Artisan trees, one line requires OQ/CD and one line requires OQ/PE (if I remember correctly), craft it with resources that don't have PE and that line will have about a 50% max experimentation line. Craft with resources that don't have CD, and that line will have a lower max. Same thing is happening here, the values are not treated as Zero, they are thrown out but since there is NOTHING to fill that requirement, it might as well be a zero.
Message Edited by Loki_Ashaman on 05-18-2005 08:55 AM
Loki_Ashaman wrote:
CapnKate wrote:
Loki_Ashaman wrote:
The problem is in that the asteroid resources only have OQ, but the components require other stats too. Devs should either add more stats to the asteroid resources, remove any stat requirement except OQ, or add a couple of ground resources to the components.
This actually isn't the problem. You'll notice other schems with similar requirements don't have the problem(Elite Sheilds, for example).
Time for a refresher course on the crafting system and resource stats.
Usually, when a resource calls for two stats, they're weighted as the schematic describes. So if the schem calls for two resources, and it's 66% CON and 33% OQ, for example, the equation for the combine is as follows:
(((OQ1 + OQ2)/2)*.33 + ((CON1 + CON2)/2)*.66)/1000 = Max Experimentation %
Now, say resource 2 ONLY has OQ, and no CON. People generally assume that this means the system uses a zero. This is not the case. Instead, it's thrown out of the equation. So if we have resources 1 and 2, and only resource 1 has CON, then the equation is:
(((OQ1 + OQ2)/2)*.33 + ((CON1)/1)*.66)/1000 = Max Experimentation %
Now, this is the case with MOST schems(including at least the Elite Sheilds, as I've gotten full experimentation on my test assembly). However, the Elite engine in particular is currently broken and is treating the missing stat as zero by mistake(I assume it's a mistake). This is leading to the crummy max experimentation numbers, as the ground resources are effectively having their stats cut in half. Which is why a 990 stat on the non-asteroid resources for the engine will only yeild somewhere around a 45% max experimentation.
It's a slight mistake, being exacerbated by the way the crafting formula works, which few people really understand.
I'll back my point up with your equation: 2 resources, both have OQ but neither have CD so both CDs are thrown out.
(((OQ1+OQ2)/2)*.33)/1000 = Max Experimentation %
With perfect resources, that equation maxes at 33%.
I see they still havent fixed the GD forums so that we can use some browser other than MicroSuck Internet Exploder. Guess SOE loves to encourage web worms, trojans and exploits followed by critical updates daily that say 'if you dont do this patch today .. someone will own and destroy your machine tomorrow becausewe consider security a back seat issue to new features like active X on a browser. No, we see nothing wrong with giving a untrusted website complete control of your hardware like sound and video. But then again the pentagon doesnt trust us with security either.'
Anyway on to the post that I couldnt hit submit on in firefox.
this is exactly why the starfighter cargo hold can only be experimented to 1550 or about 50% despite both asteriod resources having an oq of 1000. If it also called for something like steel that has a very high UT your equation would let me hit 100% (i have some ut1000 steel) but because it calls for 2 resources both asteroid I am stuck at 50%.
Goraf wrote:
Omosack, turn off the WSIWYG editor option in your preferences to use the old editor. It works fine in Firefox.
thanks, it was working fine till that day they took the forums down during CU beta and then it kept pushing the WYSIWYG editor to me. Ironically everything actually works except the submit post button (grr). Removing the option fixed it so I can once again use firefox. If you cant tell I loath MSIE hehe.
EEMAN wrote:
Goraf wrote:
Omosack, turn off the WSIWYG editor option in your preferences to use the old editor. It works fine in Firefox.
thanks, it was working fine till that day they took the forums down during CU beta and then it kept pushing the WYSIWYG editor to me. Ironically everything actually works except the submit post button (grr). Removing the option fixed it so I can once again use firefox. If you cant tell I loath MSIE hehe.
We who loath IE are a proud bunch aren't we? I almost downloaded that extension that allows one to view stuff in IE. I'm glad I didn't have to. Gawd I was sick of loading it just to post msgs here. Thanks to the dude with the workaround.