Weaponsmith Archive

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

pbudzy
Thu Jan 15, 2004 6:02 am
#14

hmm ive always done 2 points consistently is 1 point at a time the way to go?
Eola
Thu Jan 15, 2004 6:46 am
#15

I'm sorry, I followed a false lead on a new gas last night and then, bad WS that I am I laid down some schematics for pistols, grenades and took some custom orders.


So I didn't do my homework .


I do have 3 types of Phrik and 3 types of diatium, and I'm home tomorrow from work so I'll try to do it then.




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DarthLueder
Thu Jan 15, 2004 10:33 am
#16

There was a similar thread a while back on SWGCraft.com's boards. The proposal was that the schematic stat was off. Through experimenation a corrected formula of 90% CD and 10% OQ was proposed as the actual result. I've used that in my ABPH resource choosing and have had slightly better results than with the 66/33 formula shown in the schematic. Just my 2 cents and to give you guys something else to play with.



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MulletMan01
Thu Jan 15, 2004 2:38 pm
#17






DarthLueder wrote:
There was a similar thread a while back on SWGCraft.com's boards. The proposal was that the schematic stat was off. Through experimenation a corrected formula of 90% CD and 10% OQ was proposed as the actual result. I've used that in my ABPH resource choosing and have had slightly better results than with the 66/33 formula shown in the schematic. Just my 2 cents and to give you guys something else to play with.





This is probably the more likely explanation. Unless you beleive that all the bugs have been worked out of the profession. If that's the case, I have several bridges on Lok for sale, cheap.


Nice work on the math though. Your formula made my head hurt, but being a math nerd myself, I'm now too curious to leave it alone. I am going to check into this on my server.




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SilvanSWG
Thu Jan 15, 2004 3:55 pm
#18

I didnt read this whole thread but there is a Diatium Copper on Naritus that has worse CO+OQ but higher CO than the top CO+OQ and produces slightly better power handlers.


Conductivity seems to have a higher weight than OQ. Or there is some cap on what counts.


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Ragnash
Thu Jan 15, 2004 5:05 pm
#19

From what I gathered in scanning all the responses is that everyone has forgotten one key thing that has to do with Power Handlers and Advanced Power Handlers..... When you look at the Schematic, PH's and APH's have this ratio for what effects the quality of the product.... CO 66% OQ 33%. So even if Copper 1 has a much higher OQ than Copper 2, if Copper 2's CO is suffiecently high enough it will make a better Power Handler... Hope that helps



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Ragnash
Thu Jan 15, 2004 5:16 pm
#20

From what I gathered in scanning all the responses is that everyone has forgotten one key thing that has to do with Power Handlers and Advanced Power Handlers..... When you look at the Schematic, PH's and APH's have this ratio for what effects the quality of the product.... CO 66% OQ 33%. So even if Copper 1 has a much higher OQ than Copper 2, if Copper 2's CO is suffiecently high enough it will make a better Power Handler... Hope that helps www.swgcraft.com has a formula on the site where you can add the attributes of a resource and add the %'s ie 50/50 or 66/33 and figure out what resource is better. Also a friend of mine and I found out this about using resources that have a needed attribute compared to using resources with out it. I asked a friend of mine to make me some high extraction rate harvesters, I supplied the HQ Ore and Steel needed to make them. when he experimented on one of the heavies he was only able to make them around 11 or 12 extraction. I asked him what was needed for the other resources and he told me, Inert Chem was one of the resources. He had asked some fellow Arch's and found out that by using Lubricating Oil instead of Polymer that he would have better success which he did. Changing to a resource that had none of the required attributes put his Heavy Mineral Harvesters to 14 extraction. So I guess what happens is if the resource has none of the required attribes, or only say one out of 2 then it has no effect against the rest of the resources % count on that attribute that is missing

Ragnash Moognok Master Weaponsmith Sunrunner



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MulletMan01
Thu Jan 15, 2004 6:16 pm
#21







Ragnash wrote:
From what I gathered in scanning all the responses is that everyone has forgotten one key thing that has to do with Power Handlers and Advanced Power Handlers..... When you look at the Schematic, PH's and APH's have this ratio for what effects the quality of the product.... CO 66% OQ 33%. So even if Copper 1 has a much higher OQ than Copper 2, if Copper 2's CO is suffiecently high enough it will make a better Power Handler... Hope that helps




Actually, if you look closely at the original post, you'll notice that he did calculate these percentages in. What he is saying is, that even accounting for these percentages, it still doesn't add up right.





Ragnash wrote:
He had asked some fellow Arch's and found out that by using Lubricating Oil instead of Polymer that he would have better success which he did. Changing to a resource that had none of the required attributes put his Heavy Mineral Harvesters to 14 extraction. So I guess what happens is if the resource has none of the required attribes, or only say one out of 2 then it has no effect against the rest of the resources % count on that attribute that is missing





This, I did not know. Ialways assumed that if a resource didn't have any of the required attributes, you had to count them as 0. Hmmm,interesting.




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p4Samwise
Thu Jan 15, 2004 6:47 pm
#22






DarthLueder wrote:
There was a similar thread a while back on SWGCraft.com's boards. The proposal was that the schematic stat was off. Through experimenation a corrected formula of 90% CD and 10% OQ was proposed as the actual result.



I still like the original idea outlined in this post. If the theory is true, the way that the stats actually get added up, it works out that in the metal components, conductivity counts for 83% of the experimentation and OQcounts for 17%. Pretty close to the guesstimate from SWGCraft. Coincidence? I think not.


Math is below.


CD 66 OQ 33


gas 16 528
ore 5 165
copper 5 330 165
alum 8 528 264
poly 10 330


Metals: 858 429
Others: 1023


Weighting the summed conductivity stats to
account for 66% of the total AFTER summation
pads the conductivity total significantly:


Metals: 2046 429
83% 17%




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LLJK_Griz
Thu Jan 15, 2004 8:34 pm
#23








MulletMan01 wrote:


This, I did not know. Ialways assumed that if a resource didn't have any of the required attributes, you had to count them as 0. Hmmm,interesting.





I think any missing stats are filled in with 1000s - architects have some item that requires SR or UT on an inert petrochem, and they get better results using lubricating oil (which doesn't have SR/UT) than they do with polymer (which does have them).



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Orthaanc
Fri Jan 16, 2004 12:57 am
#24

Reason being on the architect thing is that it simply doesn't figure in. We can do the same thing making the basic novice tier sword


It takes


18 Metal 5 Inert Petro All stats based on SR


now we have two options for Inert Petro, Polymer and Lube Oil


Polymer as we know has SR and Lube Oil does not.


Check this out though.


Try using whatever metal you are using (fine ass Kammris lets use SR=1000) then use some very good Polymer Lets say SR = 900


Similar to the formula above, (18*(Metal SR) +5*(Polymer SR))/23 will give us our max potential experimentation


If we substitute the lube oil in which doesn't have SR at all, the formula changes to the following


18*(Metal SR)/18


I have tried this in at least 10 different ways and it holds true for all of these. However, this is one of the very few cases where this arrises for weaponsmith as we are almost never given the option to choose a different set of stats ( ie Inert Petro)


For plain blaster power handlers we have the following formula


(2/3) * ((3*Copper CD+5*Metal CD)/8)


+


(1/3)* ((3*Copper OQ + 5*Metal OQ + 3 * Ore OQ + 5 * Inert Petro OQ + 10 * Gas OQ) / 26 )


=


final experimental potential



This works for almost all stats with the huge exception of Efficiency which I haven't even bothered to figure out, nor the odd values given with stocks.


Enjoy




Orthaanc Isengard / Master Weaponsmith / Ahazi
Ragnash
Fri Jan 16, 2004 5:10 am
#25



Actually, if you look closely at the original post, you'll notice that he did calculate these percentages in. What he is saying is, that even accounting for these percentages, it still doesn't add up right.




My Bad, guess I shouldn't have just scanned the upper posts



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jmatt
Fri Jan 16, 2004 2:53 pm
#26

It's pretty disconcerting to realize that there isn't an optimal Phrik aluminum (for example) for all schematics based on certain resource stats, but that the quality of each resource has to be evaluated for each schematic independently of the others.


If there was another schematic that used Phrik and Diatium and the experimental percentages were exactly the same as the ABPH (CD66%, OQ33%), but used the resources in different quantities (with, say,8 units of Diatium and only 5 Phrik) then the Xooleris might yield better results than the Toba.


This means that each set of specific resource statistics has to be evaluated for each and every schematic. *shudder*

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