Shipwright Archive
Thread: Wrong Stats in Schematic then used to do Item
Page 1 of 1
Favos
Sat Jul 02, 2005 6:11 am
#1
I just crafted some Engine overdriver Mark I-V and i recognized that it the needed Stats quoted in the Schematic are wrong.
U need OQ and SR instead of the OQ and Con as writen in Schematic.
I have in mind that some other Schematic was wrong too but have not yet checked out.
I will keep an eye on my further craftings to sort this out for other schematics too.
Pls add all wrong schematics u know in here to have a complete list at the end 
Engine Overdriver Mark I-V (Co 40% OQ 60% needed quoted in Schematic)
I used the same Siliclastic Ore so i will only list the different Steels i used for the test:
Steel 1: *edit* hardened arveshium steel
CR 559 after assembly u will get both rows on 26%
Co 955 maxing one row out will be 92% after exp
DR 25640% Co is 382
HR 58860% OQ is 509
MA 530 total 891
OQ 849
SR 942
UT 984
Steel 2: *edit* hardened arveshium steel
CR 741 after assembly u will get both rows on 29%
Co 656 maxing one row out will be 99% after exp
DR 55640% Co is 262
HR 6160% OQ is 599
MA 652total 861
OQ 999 the only two stats in this steel that would allow a 29% (99% after exp) itme are OQ and SR
SR 988
UT 491
*edited*
Message Edited by Favos on 07-06-2005 10:46 AM
Slysix
Sat Jul 02, 2005 11:35 pm
#2
Can you care to elaborate on that a bit more? Why do say the wrong stat is listed?
Favos
Sun Jul 03, 2005 2:19 am
#3
Slysix wrote:
Can you care to elaborate on that a bit more? Why do say the wrong stat is listed?
just added the stats from the ress i did the test with...
Slysix
Sun Jul 03, 2005 3:48 am
#4
Just a bit more information...What type of steel is 1 and 2? Certain steel have a conductivity max of 1000 and others have conductivity max of 700(750?..not quite sure what the max is for regular steel). Since the stat max for resource is taken into account now it makes experimenting a wee bit more trickier....
TomoRainer
Sun Jul 03, 2005 4:10 am
#5
The schematic isn't wrong, it just seems so because of the complex way resource stats are calculated these days.
Many resources have caps on them: non-JTL steel, for instance, is capped at 650 conductivity. This was meant as a flavor thing, not to prevent people from being able to build truly great stuff with resources that may have restrictive caps, so recently the devs changed the crafting system to weigh any resource used against the maximum possible caps for that resource.
In this case, we've got a component that calls for generic steel, for which the cap on CD is 650. Your second steel actually exceeds that cap, but that's because it's a JTL resource, none of which have caps--and capless JTL resources aren't used as the baseline against which other resources are weighed. They just use the caps from non-JTL resources. If a resource exceeds the cap on a given stat, it's treated as 100%.
So in engine overdrivers, they're calculated as follows:
40% * (CD stat/the cap on steel for CD, or 650) + 60% * (OQ stat/the cap on generic steel for OQ--which is 1000 for all resources)
With your second steel, then, it's used like this:
40% * (656/650 [dropped to 1.0]) + 60% * (999/1000) = 40% + 59.9% = 99.9% experimentation.
Thus, your second steel is one point away from perfect, and would beat anything else you use unless you find something with 650+ CD and 1000 OQ. You lucky dog.
Many resources have caps on them: non-JTL steel, for instance, is capped at 650 conductivity. This was meant as a flavor thing, not to prevent people from being able to build truly great stuff with resources that may have restrictive caps, so recently the devs changed the crafting system to weigh any resource used against the maximum possible caps for that resource.
In this case, we've got a component that calls for generic steel, for which the cap on CD is 650. Your second steel actually exceeds that cap, but that's because it's a JTL resource, none of which have caps--and capless JTL resources aren't used as the baseline against which other resources are weighed. They just use the caps from non-JTL resources. If a resource exceeds the cap on a given stat, it's treated as 100%.
So in engine overdrivers, they're calculated as follows:
40% * (CD stat/the cap on steel for CD, or 650) + 60% * (OQ stat/the cap on generic steel for OQ--which is 1000 for all resources)
With your second steel, then, it's used like this:
40% * (656/650 [dropped to 1.0]) + 60% * (999/1000) = 40% + 59.9% = 99.9% experimentation.
Thus, your second steel is one point away from perfect, and would beat anything else you use unless you find something with 650+ CD and 1000 OQ. You lucky dog.
Favos
Wed Jul 06, 2005 2:45 am
#6
TomoRainer wrote:
The schematic isn't wrong, it just seems so because of the complex way resource stats are calculated these days.
Many resources have caps on them: non-JTL steel, for instance, is capped at 650 conductivity. This was meant as a flavor thing, not to prevent people from being able to build truly great stuff with resources that may have restrictive caps, so recently the devs changed the crafting system to weigh any resource used against the maximum possible caps for that resource.
In this case, we've got a component that calls for generic steel, for which the cap on CD is 650. Your second steel actually exceeds that cap, but that's because it's a JTL resource, none of which have caps--and capless JTL resources aren't used as the baseline against which other resources are weighed. They just use the caps from non-JTL resources. If a resource exceeds the cap on a given stat, it's treated as 100%.
So in engine overdrivers, they're calculated as follows:
40% * (CD stat/the cap on steel for CD, or 650) + 60% * (OQ stat/the cap on generic steel for OQ--which is 1000 for all resources)
With your second steel, then, it's used like this:
40% * (656/650 [dropped to 1.0]) + 60% * (999/1000) = 40% + 59.9% = 99.9% experimentation.
Thus, your second steel is one point away from perfect, and would beat anything else you use unless you find something with 650+ CD and 1000 OQ. You lucky dog.
sounds kind of logic. i heard about that with the cap. but sorry to tell u that both steel are the same. Hardened arveshium steel
is it wrong now or not? ![]()
Message Edited by Favos on 07-06-2005 10:45 AM
TomoRainer
Wed Jul 06, 2005 2:50 am
#7
Hardened arveshium steel is also a capless JTL resource, so all that should still apply.
Favos
Wed Jul 06, 2005 4:59 am
#8
TomoRainer wrote:
Hardened arveshium steel is also a capless JTL resource, so all that should still apply.
hmm but if its capeless.. wouldnt it count then normal? so that means it counts for Cond 1000 as max?
AhrienTerrik
Wed Jul 06, 2005 6:23 am
#9
Nope.
When a schematic calls for Steel, and CD (for instance) is a relevant stat, the crafting counts any CD (on the steel) over 650 (the CD cap for the steel) as if it was 650. So, a steel with 950 CD and 500 OQ would get you the same results as a steel with 700 CD and 500 OQ (both are obviously JTLS resouerces since the CD is over their cap).
If the schematic calls for Crystallized Bycorbantium Steel, then there is no cap and a steel with a 950 CD and 500 OQ would be better than a 700 CD and 500 OQ.
When a schematic calls for Steel, and CD (for instance) is a relevant stat, the crafting counts any CD (on the steel) over 650 (the CD cap for the steel) as if it was 650. So, a steel with 950 CD and 500 OQ would get you the same results as a steel with 700 CD and 500 OQ (both are obviously JTLS resouerces since the CD is over their cap).
If the schematic calls for Crystallized Bycorbantium Steel, then there is no cap and a steel with a 950 CD and 500 OQ would be better than a 700 CD and 500 OQ.
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