Weaponsmith Archive

Thread: CU has forever changed crafting as we knew it were now all noobs, Dev's post inside.

CorenLanra
Sat Apr 30, 2005 9:17 pm
#14



Ybagi wrote:


CorenLanra wrote:


Ybagi wrote:


Rage_Frost wrote:

not true take polysteel copper High CD high OQ Say 900 CD 1000OG

Now take some off the wall iron that its CD is capped at 100

4 months ago some Iron spawned that hit its cap of 100 CD and its OQ is at 1000

This Iron BLOWS the old server best copper out of the water. Since its the best ever for CD/OQ

This hurts people who have gathered stuff since almost day one. Take a Schematic that just calls for metal 50% CD 50% OQ the iron is now the best overall for that Schematic. but who the hell mined it noone cause its CD was only at 100 "Getting my point now" so yes if a schematic calls for a general metal etc your going to have to go back to day one and now fiqure out its hard cap for that metal "each one" and look for the best one which noone going to have on hand.

Now we have to find every Cap for every res we need and now judge on its hard cap not just if its close to 1000

The thing that get's under my skin is they knew they were making a change with this since last Nov its now live and they forgot to tell anyone even the dev's forgot about the change WTG.

Message Edited by Rage_Frost on 04-30-2005 05:03 PM


thats not true, I just tried it in a D18, the iron still rates poorly in a general metal slot dispite it being close to the cap for its cap.

would it not have been easier to just remove the respective caps on named resources?






Wait, we can have _one_ resource that spawns that has no caps, it spawns every week with different stats.
Then we can have something called "weapon" that everyone can use cause there are just different schematics with whatever CL you want, 10-20-54-80 whatever. Then just craft it and spit out your "weapon", name it whatever you want.

Now everyone can use it, one resource, different stats, and one weapon, different CL

you still haven't said what the difference is? what they have done is effectively removed the caps...

the agenda seems to be making the game easier based on all the other changes that are being made, this justs adds confusion for those not in the know.

There will still be named resources for schematics that need to be collected.

I'm not saying that removing caps is good, but its already been done, so why not do it in a sensible manner?







I'm not saying it is good at this stage either, I was just trying to make a point.. In the end once people get their "uber capped" resources all weapons will be the same whether sliced or enhanced or not. I was trying to say, sarcastically, lets make it even easier and just have 1 resource, 1 weapon and then let everyone use their own specials. Sorry it's been a long day here at work staring at the forums .

I also see why they hesitated to implement this change. Could you imagine the stats on a pre-CU T21 with these changes? Multiply the subcomponents like stocks/barrels with the and I think we would have had probably 600-650dmg T21 @ 6.5 speed easily.



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zaphb
Sat Apr 30, 2005 11:09 pm
#15

you are actually quite a bit wrong, this actually means that you can get much higher experimentations on the resources that are heavily gated like Rhodium and Plumbum.

Where we before only really looked at the OQ on Plumbum we will now have to look at CD as a very important stat just as important if not more important than OQ.

check out the thread with the math on swgcraft

thread on the craft



Iono Aldo - Master Entertainer
Estei Finai - Noobish Smuggler
Rage_Frost
Sun May 01, 2005 12:29 am
#16


From Blixtev

http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=90889#M90889


Nice find, this was a change to crafting that was made back in Oct-Nov that didn't make it live until the rest of the code did. It seems to have been overlooked so I will give a brief outline.


Old Crafting Method:

Resources range from 0-1000, the closer you got the stats to 1000 the better the outcome of the item. The problemin this system was that many items use several different types of resources that could never approach 1000 in the stat called for in the schematic. For example the conductivity of iron is very poor.


Agun calls forgeneric metal(can have a high oq and cond), copper(generally has high cond and can have highoq) and a named iron(terrible cond max and can have a high oq) This gun will always suffer from that poor iron in itsimply because the cond range for thisiron is 50-120 for example. No matter how good the iron you can never craft a beyond a certain point as the iron gates it.


Why you may ask?

Well the old method just dumped all your resources into a virtual bucket, and based the stats on the sum total of the bucket.



New crafting Method:

The crafting scripts now look at the RANGE of every material for the slot it is going into. So if an iron that has a conductivity of 99 needs to go into the conductivityslot, the script looks up and sees that the max iron's Cond can be is 150. This means your iron is weighted as 99/150 instead of 99/1000. This means your iron is much more effective now.


With the tweaks made to the system we can now control the values of the slots in a way that makes sense, instead of the virtual bucket sum total method.


Sorry about not posting anything on this.
Implementor
Sun May 01, 2005 4:15 am
#17






zaphb wrote:
you are actually quite a bit wrong, this actually means that you can get much higher experimentations on the resources that are heavily gated like Rhodium and Plumbum.

Where we before only really looked at the OQ on Plumbum we will now have to look at CD as a very important stat just as important if not more important than OQ.

check out the thread with the math on swgcraft

thread on the craft




not 'we'...

maybe it's just me but i always looked at both stats no matter what. Collected the great combos, and the second or third tier combos. I rarely judged a resource stat on one statistic unless called for (and even then i would examine them all for other uses)

So I am good to go with the old system and the new system



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zaphb
Sun May 01, 2005 6:01 am
#18

you know what I mean :-)

In the old system the OQ would be by far the most important stat as it could go to 1000 against CD that would only go to 82.
There is was no real great combo to make with Rhodium or plumbum. Max impact the CD could make on for instance a rep blaster would be 41 while the OQ qould cover upto 500. That said as soon as the OQ nears 1000 the CD would come into play to figure out the best as the big one constituting most times over 90% of the resource score would be close to its cap.

Im not too bad off myself butthats becasue I dont have the biggest stock of WS resources having just changed over from Armorsmith :-P



Iono Aldo - Master Entertainer
Estei Finai - Noobish Smuggler
Dv8Mutt
Sun May 01, 2005 7:55 am
#19






zaphb wrote:
Just did something a little closer to our hearts :-)

Survival knife

100% SR

used a 418 SR plumbum
Plumbum has caps at 400-498 on SR

now if the resource caps on the individual resource was coming into play I would have been only have been able to experiment said knife to 18.36%
BUt I was able to exp this wonderful knife to 41% wanna give me a guess as to why?

yes true 418 is 41% of 1000 which coincidently is the cap on the resource types called for by the schem.


want more I can do more for ya if you want :-P





So what if it had called specifically for Plumbum Iron? or just Iron... Maybe not Ordinary Iron as Kammeris Spawns some decent stuff almost regularly. But I have noticed the Same resource ( say Mixed Stat Steel ) Ranging Higher in a 'Metal' Slot and Lower in the 'Steel' Slot.

But for me I just WS on the side its not my main crafting profession, and I hate math.


So my next question is ... where can Ifind a listing of hard caps for all the resources, so I know by looking at stats rather than playing pick up every type of axidite iron to see which one works best ?



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zaphb
Sun May 01, 2005 9:08 pm
#20

I made a resource comparison tool that saves you the headache of knowing the resource caps by heart :-)


Check the link in my sig



Iono Aldo - Master Entertainer
Estei Finai - Noobish Smuggler
BruSwillis
Mon May 02, 2005 1:30 am
#21






Implementor wrote:






zaphb wrote:
you are actually quite a bit wrong, this actually means that you can get much higher experimentations on the resources that are heavily gated like Rhodium and Plumbum.

Where we before only really looked at the OQ on Plumbum we will now have to look at CD as a very important stat just as important if not more important than OQ.

check out the thread with the math on swgcraft

thread on the craft




not 'we'...

maybe it's just me but i always looked at both stats no matter what. Collected the great combos, and the second or third tier combos. I rarely judged a resource stat on one statistic unless called for (and even then i would examine them all for other uses)

So I am good to go with the old system and the new system





Exactly, I think you summed up what every smith was thinking after that post.




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Bermag
Mon May 02, 2005 3:01 am
#22


Yes, I found out this the hard way before Blixtev posted. I was playing around with T21s and found out that my second best polonium (higher cond lower OQ) were giving me better results than my best (and I was eben calculating with the weighted stats it is not 50/50 on T21 but higher because Cond is weighted higher for T21 because of resources missing Cond). I assumed that something was changed giving cond a higher weight. Not so far from truth actually.


Now I want to find out what the exact formula is for each resource. For example do this change also affect how missing stats (chem, ore etc) are calculated?


Crack some numbers please




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Muzz
Mon May 02, 2005 4:53 am
#23



I do hope they consider changing the stats so there aren't caps and re-grade everything on the 1-1000 scale, it will still take alot of time but at least resources can be checked 'by eye' rather than applying a formula to every single one.



Message Edited by Muzz on 05-02-2005 12:54 PM

Message Edited by Muzz on 05-02-2005 02:00 PM



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AnTse
Mon May 02, 2005 8:24 am
#24






zaphb wrote:
I made a resource comparison tool that saves you the headache of knowing the resource caps by heart :-)


Check the link in my sig





Dammit you made the same thing I did. Mine is almost identicle. If I would have known you were working on it I could have done something else......


Boy am I miffed at you!


You know of course that I am not mad. But I do think it is funny. Good work Estei





AnTse
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AnTse
Mon May 02, 2005 8:25 am
#25

Yours is prettier though



AnTse
Resource Hound / 12 Point Master Weaponsmith
SXN8 Commerce Officer
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Crafting Resources -6683, -3796, Insurgo, Naboo
NateKronohs
Tue May 03, 2005 7:30 am
#26

I thank you for the spreadsheet. I think it's fairly useful, but I noticed on desh and platnite copper I dont think all the caps are correct.... for desh the spreadsheet says the min UT for example is 300 and the max is 265. the desh that I have is about 350 UT


is there also a link to a site that has all the caps that I can check against and correct it in my copy of the spreadsheet?



Thanks


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