Weaponsmith Archive
Thread: Ever Wonder What the Extra 1% is for? (As said by the crafting Dev.)
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f33d84ck
Mon Jun 07, 2004 8:39 am
#1
Not sure if this was ever said before, but this is the first I have heard of this, so if this is old news please dont flame me.
One of my guild mates went to Fan Fest, and went to the bar and talked to a few developers, got them a little drunk and this is what he told them.
Malleability, the secret stat:
What does that 1% left over from 66%OQ/33%Conductivity in weapons, or the 66%OQ/33%PE in meds do? According to the crafting developer, its in Malleability. It does not change the stats on your weapon, however, it moves it to an area where you get more amazing successes in experimenting. He said that this is indeed working correctly.
If the Mall. is lower than 500 you wont see much of an effect in experimenting, but above 500 you move into the area of more amazing successes and the higher this is the better results you get.
He did not discuss the affects of amazing successes, and in armor crafting it doesnt do too much atm. I dont know the effects on weapons and amazing successes, but I know it changes meds a bit.
This affects all crafting in the game and Malleability will affect it. Even if it doesnt say it does, it is built into the crafting sytem to increase amazing successes.
LLJK_Griz
Mon Jun 07, 2004 8:52 am
#2
If that is true, it'd be rather useless. Amazing success does pretty much nothing and is sometimes worse than a great success, so a resource with high OQ/CON (for example) and crap MA would produce better stats than one with worse OQ/CON and higher MA regardless of the number of amazing successes. Also, pretty much everything except coppers and a few aluminums have MA capped at under 500, and there's only a few types with >600 MA.
I assumed it was supposed to be a 2/3 1/3 split and the "missing" 1% was a display error because someone decided to truncate the 2/3 to 66% instead of rounding to 67%.
I assumed it was supposed to be a 2/3 1/3 split and the "missing" 1% was a display error because someone decided to truncate the 2/3 to 66% instead of rounding to 67%.
f33d84ck
Mon Jun 07, 2004 8:59 am
#4
Well, they didnt discuss the affects of amazing successes on the item. They only discussed what it does. Amazing successes dont affect armor much anymore either. It used to quite a bit, but I see no difference between great and amazing successes now.
I was not saying that this is always a good thing, but just what the crafting developer told my guildmate.
Whrlwnd13
Mon Jun 07, 2004 9:29 am
#6
Mor-Dan wrote:
amazing worse than great? i think you got your lions crossed.
From what i've seen Amazings are almost always followed by a good or moderate (or worse) which lowers stats. Perhaps that was what he was referring to.
UglyBovine
Mon Jun 07, 2004 9:41 am
#7
now, I'm not a WS or anything, but maybe 66% and 33% are just a simple (if inaccurate) shorthand for one-third and two-thirds, i.e. 33.33333% and 66.666666%
Just a thought, and probably more likely than a malleability conspiracy theory based on little real data and gut feeling.
But maybe you're right. what do I know?
Just a thought, and probably more likely than a malleability conspiracy theory based on little real data and gut feeling.
But maybe you're right. what do I know?
LLJK_Griz
Mon Jun 07, 2004 9:42 am
#8
Damage does not benefit from amazing successes, and the improvements on the other lines are marginal. I have had several items where I got an amazing success on damage and that somehow screwed up experimentation so it ended up worse than another item that had all great successes.
f33d84ck
Mon Jun 07, 2004 10:33 am
#9
Well, apparently the Crafting delevoper himself doesnt know what the hell he is talking about.
EEMAN
Mon Jun 07, 2004 11:04 am
#10
well i have noticed that w/ an amazing success on assembly (not experimentation but assembly) i can max out the damage line w/ 1 fewer point leaving me w/ another point to invest into condition which translates to yet another 50 more points in condition. Could be related /shrug
Istin
Mon Jun 07, 2004 7:20 pm
#11
Ooorrr, he was just BSing you 'cause he was sick of being asked questions.
Heck, I'd be having a field day making up bogus stories if I were a dev at fanfest.
Especially if I were drunk.
Chewie101
Mon Jun 07, 2004 10:43 pm
#12
I thought it had been tested that mall does play a fact in crafting before. I wonder if this is why its so hard to get amazing success when making buffs.
Loriena
Tue Jun 08, 2004 8:07 am
#13
Well, if the "missing 1%" does not affect the stats you cannot count that in the equation since only stat-affecting things count. That still leaves you with an 1% hole or I would wager the better explanation is just that it is 2/3 and 1/3 in short form.
And strangely I heard a rumor that in fact DR is secretly affecting something in the crafting process which is also just a rumor, but seems more likely since EVERY resource has DR, but not all have MAL.
So that's a nice story, but being far from the truth. I know that some of our crafting schematics are not completely correct about the composition of affecting stats which can be noted by different starting values for the experimentation bars where they should have the same values, but this might also just be a bug.
There is little known about it, no need to start speculating, it cannot be proved anyway.
And strangely I heard a rumor that in fact DR is secretly affecting something in the crafting process which is also just a rumor, but seems more likely since EVERY resource has DR, but not all have MAL.
So that's a nice story, but being far from the truth. I know that some of our crafting schematics are not completely correct about the composition of affecting stats which can be noted by different starting values for the experimentation bars where they should have the same values, but this might also just be a bug.
There is little known about it, no need to start speculating, it cannot be proved anyway.
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