Weaponsmith Archive

Thread: Explain this to me please fellow resource nerds ABPH Resource Question

Eifora
Wed Jan 14, 2004 10:53 am
#1

A new Phrik spawned this week on Eclipse. I looked at the stats and decided it wasn't worth harvesting. Here are the other ABPH components I am using:



  • Aweo Polymer, OQ 903

  • Eewiniogi Ostrine Carbonate Ore, OQ 995

  • Vooker Irolunn Reactive Gas, OQ 913

  • Efolaoian Diatium Copper, CD 764 OQ 968

The best Phrik ever to spawn was Duroatasite with CD 799 and OQ 996. But I am almost out of that so I am using another Phrik, Xooleris with CD 743 and OQ 935. With Xooleris I get ABPH's with the stats of:



  • Min Damage 20

  • Max Damage 40

  • Speed -0.40

Now this new Phrik spawns, Toba with CD 788 and OQ 801. Now by my calculations Xooleris is a better Phrik to use. Right? ABPH's take 66% CD and 33% OQ.



  • Xooleris: 66% of 743 CD = 495, 33% of 935 OQ = 312, add them together and you get 807

  • Toba: 66% of 788 CD = 525, 33% of 801 OQ = 267, add them together and you get 792

Xooleris is better when evaluated alone...but Toba gives me ABPH's with these stats:



  • Min Damage 20

  • Max Damage 41

  • Speed -0.41

This doesn't make sense to me.


But stepping through this made me think of something. What if the resources must be evaluated together? (all 5 different types)


The only ones with conductivity are the copper and the aluminum...8 units of Phrik aluminum and 5 units of Diatium Copper. Using my resources...



  • (((Efolaoian Diatium Copper, CD 764) * 5) + ((Xooleris Phrik Aluminum, CD 743) * 8)) / 13 = 751

  • (((Efolaoian Diatium Copper, CD 764) * 5) + ((Toba Phrik Aluminum, CD 788) * 8)) / 13 = 779

And to figure the OQ portion:



  • (((Efolaoian Diatium Copper,OQ 968) * 5) + ((Aweo Polymer, OQ 903) * 10) + ((Vooker Irolunn Reactive Gas, OQ 913) * 16) + ((Eewiniogi Ostrine Carbonate Ore, OQ 995) * 5) + (Xooleris Phrik Aluminum, OQ 935) * 8)) / 44) = 930

  • (((Efolaoian Diatium Copper,OQ 968) * 5) + ((Aweo Polymer, OQ 903) * 10) + ((Vooker Irolunn Reactive Gas, OQ 913) * 16) + ((Eewiniogi Ostrine Carbonate Ore, OQ 995) * 5) + (Toba Phrik Aluminum, OQ 801) * 8)) / 44) = 906

So to add them together:



  • ABPH using Xooleris, 66% of 751 CD = 501 + 33% of 930 OQ = 310, total = 811

  • ABPH using Toba, 66% of 779 CD = 519 + 33% of 930 OQ = 302, total = 821

Toba is better! So what have I learned from this...you can't evaluate the resources used for ABPH separately...If you followed me this for you may consider yourself a true resource nerd.




Eifora Beffa, Retired Master Weaponsmith
Account Cancelled 3/12/04

Arrya
Wed Jan 14, 2004 11:14 am
#2

Interesting...


So basically, because the ore and polymer do not have conductivity stats, you think that the metals that do have those stats are weighted heavier in the formula?


That is definitely something to consider.


How many times did you make the item though? Sometimes you can get a good combine and end up with slightly better statson rare occassions.



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Eifora
Wed Jan 14, 2004 11:19 am
#3

I have made 5 power handler schematics using Xooleris, all had the same stats.


I made 3 with Toba, all had the same stats, also confirmed by another weaponsmith on Eclipse, he used the same materials and got the same stats.


I'm pretty sure it's not just a lucky-break thing, I think Toba genuinely is a better Phrik to use.




Eifora Beffa, Retired Master Weaponsmith
Account Cancelled 3/12/04

Eola
Wed Jan 14, 2004 12:30 pm
#4

Hrm.


So this would mean that in cases like this the metals which have the prime variable (conductivity) in this case are somewhat 'superweighted' on conductivity. ADiatium with super-high conductivity and marginal OQ might be better than some of the previously considered 'best' spawns. Because it's OQ is such a small amount of the total.


That actually makes a scary amount of sense.


I've got about 4 spawns worth of Ahazi Diatium, if I remember when I get home I'll run some experiments.




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Khayden
Wed Jan 14, 2004 2:59 pm
#5

Hmm, Interesting.

I've always experimented the same way, all points at once and so I had no idea that experimenting a point at a time could possibly give you differnt results. My ABPH's using Duroatasite/Vooker/Aweo/Efloofian/Eewionogi have always come out to 21-41 (-0.41).

Are there components that I should be experimenting a point at a time to increase stats or is this all by chance?
LLJK_Griz
Wed Jan 14, 2004 4:21 pm
#6






Khayden wrote:
Hmm, Interesting.

Are there components that I should be experimenting a point at a time to increase stats or is this all by chance?



It's an oddity introduced by the rounding of stats to invisible decimal places. The actual difference in those power handlers is probably 0.1 or less, and anything made with them will probably come out with the same final stats as with the other handlers.



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Eifora
Wed Jan 14, 2004 4:28 pm
#7

Khayden - I'm pretty sure the schematic I made with Duroatasite last night was 21-42, -0.41 so maybe you should look into doing it one point at a time...I will let you know for sure later whether those were the actual stats.



Eifora Beffa, Retired Master Weaponsmith
Account Cancelled 3/12/04

BruSwillis
Wed Jan 14, 2004 6:21 pm
#8

yup I concur, one point at a time for me:


ABPH's using Duroatasite/Vooker/Aweo/Efloofian/Eewionogi come out to 21-42 (-0.41).





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LemyDaBigHairyWookie
Wed Jan 14, 2004 8:28 pm
#9






Khayden wrote:
Hmm, Interesting.

I've always experimented the same way, all points at once and so I had no idea that experimenting a point at a time could possibly give you differnt results. My ABPH's using Duroatasite/Vooker/Aweo/Efloofian/Eewionogi have always come out to 21-41 (-0.41).

Are there components that I should be experimenting a point at a time to increase stats or is this all by chance?




myself i've seen in some instances where experimenting 1 point at a time was best... on some parts 3 boxes of experimentation give +21% @ great, 4 boxes of experimentation on the same part and materials at the same assembly % will give 24%... and after a single moderate success i've had greats turn around and give 2%... this has also seemed to be total experimented % linked... then ther are certain parts that are bugged (weapon stocks and the now fixed projectile feed mechs) that need to be experimented in a certain manner to reach full potential... I've also hit a certain percentage on 5 pieces in a row and gotten nothing but moderates after... yes... 5 pieces in a row... after this i tailored my experimentation to avoid this percentage and didn't hit the constant moderate bug...this tells me something is wrong with the experimentation as currently implemented...



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Eifora
Thu Jan 15, 2004 1:25 am
#10

I may have been wrong about one thing...I don't think resources have to be evaluated together, I think I just need a new formula.



  • Xooleris, 743 CD,935 OQ

  • Toba, 788 CD, 801 OQ

For Phrik Aluminum: ((((CD * 8) / 13) * 2) / 3) + (((OQ * 8) / 44) / 3)



  • Xooleris, 305 + 57 = 362

  • Toba, 323 + 49 = 372

I am not 100% sure this is how the math works in the game but it might be...I know my old way didn't work so I am going to go with this until I find a problem with it.


While I am at it here are the formulas for Diatium Copper. The other 3 materials only have the OQ stat so whichever has the highest OQ is the best to use for those.


For Diatium Copper: ((((CD * 5) / 13) * 2) / 3) + (((OQ * 5) / 44) / 3)




Eifora Beffa, Retired Master Weaponsmith
Account Cancelled 3/12/04

Stryker1204
Thu Jan 15, 2004 1:28 am
#11

There ARE other factors that play into this.. I'm a Master Weaponsmith on Eclipse as well.. and I'm still using Duroatisite for my power handlers..


If I experiment my power handlers one way I get 21-42 -.41 consistently..


If I experiment them another way.. I get 21-41 -.41 consistently..



I'm not sure how or why that happens.. but it seems that sometimes more complex items (from being experimented on for more iterations) DO occasionally come out with better stats..


That being said.. if you experimented both sets of resources the same way.. and consistently got different results then their might be something to the theory.



I know that Hero (also on our server) has a spreadsheet made up that calculates the expected results given different resources.. and it's always been right for him as far as I know.. you might try asking him what formulas he uses in that..





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Eifora
Thu Jan 15, 2004 1:44 am
#12

I always experiment the same way, 1 point at a time. It never seems to work right when I try doing 3 at a time or 7 at a time. Is that the way that gives you the best results?



Eifora Beffa, Retired Master Weaponsmith
Account Cancelled 3/12/04

Khayden
Thu Jan 15, 2004 5:55 am
#13

DOH! I wrote that wrong. They've always come out to Max 42 for me as well using Duroatasite.


Sorry was a long day yesterday.

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