Weaponsmith Archive
Thread: Updated Theorectical Max on Weapons and components
Gebetob wrote:/sigh I feel like a noob again.I'm a pvp'er but I'm getting into crafting. Gonna make my alt master WS/smuggler. I guess these numbers are the best % of experimenation using the best possible resources?
Right these are the max % in experiment that anyone will ever get with "perfect" resources. Now after saying that the stats may not change on some items if you are within a few % of these maxes. So even though you may not have "perfect" rresources your weapon or component may already be at the max stats it will ever get.
If I ever get ambitious enough I MAY try to figure out the maximum stats for each of these but don't hold your breath
Willbaby wrote:
can i ask how do i turn these figures into a theoretical stats for the weapons they are for?
If you mean like what does a 50.51% vibro motor mean in min/max damage?
This is a poor example because many people can craft to this max but for arguments sake it's the first I thought of.
The way I can think of to do it is, take the best resources you have to craft that particular item and note all the stats as you experiment per point.
Each item has a starting % of 3% of the average resource stats. IOW if all resources are 1000 starting % will be 30. It's not all that accurate and very hard to guess what it actually starts at, I've noticed a few "errors" in some stuff I've tried to predict but it's a general guildline.
Now each great success experiment yeilds 7% and lets say that gives a +1 min +2 max each time. That times 10 (because 10 x 7 = 70 + starting 30 = 100%) yields +10 min +20 max to the starting stats you got at 30%.
If I ever find time I plan on trying this out to predict max stats possible but don't hold your breath
If I ever get ambitious enough I MAY try to figure out the maximum stats for each of these but don't hold your breath
Any progress on this? Pleeeeeeeeeaaaaassseeee!!
I can say right now that vibro motor stats are 25-38 -0.34 +12% wound with increases of 3.6 5.4 -0.48 1.8 for each experiment of 7%. 39 max may be possible since the max damage really is like 38.8. All stats seem to get rounded down.
I'm working on it slowly when I have time. Oh and I'm only doing the damage/speed line.
Message Edited by AldaronTavish on 10-04-2004 11:08 PM
AldaronTavish wrote:
Actually never thought about using dummy resources would have been easier than calculating by hand
I used formlas for the red marked weapons that someone posted. Apparently noone know for 100% sure how to calculate weapons/components that have resources for only one of the required stats (ie Flamethrowers, etc.)
If anyone can give me a for sure 100% positive way to calculate these?
If a resource does not have the stat, it is ignored, this the resources that DO carry the stat now have a higher weight to compensate.
Like with th ABPH. Only the Diatium and Phrik have CD, so their CD is very heavily weighted in calculating the whole thing.
Say, hyopythetically, something requires
10 units copper
20 units mineral
12 units polymer
Quality = 66%CD 33%OQ
Ex. 1
30 units of copper
12 units of polymer.
30 of the total 42 units carry CD
If you use
10 units copper
20 units gemstone
12 units polymer
only 10 of the 42 units carry CD.
Say the CD of the copper is 800, and it has OQ 900, polymer OQ is 700
Example 1:
copper CD 30 * .8 = 24 points CD
copper OQ 30 * .9 = 27 points OQ
Polmer OQ 12 * .7 = 8.4 points OQ.
Total is 24/30 points CD (.8)and 35.4/42 points OQ (.8428) average = 81.426%
Example 2: Gemstone with 1000 OQ instead of copper
copper CD 10 * .8 = 8 points CD
copper OQ 10 * .9 =9 points OQ
Gemstone OQ 20 * 1.0 = 20 points OQ
Polymer OQ 12 * .7 = 8.4 points OQ
Total CD is 8/10 (80%) total OQis 37.4/42 (89.0%) Average is 83%
Message Edited by d0qtrX on 10-05-2004 09:15 AM
d0qtrX wrote:
AldaronTavish wrote:
Actually never thought about using dummy resources would have been easier than calculating by hand
I used formlas for the red marked weapons that someone posted. Apparently noone know for 100% sure how to calculate weapons/components that have resources for only one of the required stats (ie Flamethrowers, etc.)
If anyone can give me a for sure 100% positive way to calculate these?If a resource does not have the stat, it is ignored, this the resources that DO carry the stat now have a higher weight to compensate.
Like with th ABPH. Only the Diatium and Phrik have CD, so their CD is very heavily weighted in calculating the whole thing.
Say, hyopythetically, something requires
10 units copper
20 units mineral
12 units polymerQuality = 66%CD 33%OQ
Ex. 1
30 units of copper
12 units of polymer.30 of the total 42 units carry CD
If you use
10 units copper
20 units gemstone
12 units polymeronly 10 of the 42 units carry CD.
Say the CD of the copper is 800, and it has OQ 900, polymer OQ is 700
Example 1:
copper CD 30 * .8 = 24 points CD
copper OQ 30 * .9 = 27 points OQ
Polmer OQ 12 * .7 = 8.4 points OQ.Total is 24/30 points CD (.8) and 35.4/42 points OQ (.8428) average = 81.426%
Example 2: Gemstone with 1000 OQ instead of copper
copper CD 10 * .8 = 8 points CD
copper OQ 10 * .9 = 9 points OQ
Gemstone OQ 20 * 1.0 = 20 points OQ
Polymer OQ 12 * .7 = 8.4 points OQTotal CD is 8/10 (80%) total OQ is 37.4/42 (89.0%) Average is 83%
Message Edited by d0qtrX on 10-05-2004 09:15 AM
Thanks but that post was made before I found the mistake I made
Update: I'm working on the stats now and have all the advanced components done but this is a long process since I have to actually craft each item and get all great succeess on 1 exp point at a time.
Things I will not do are loot items since the stats on the loot vary, some items I may not have the resources for, scopes (since it depends on what you are shooting for ....range or HAM) and weapons stocks since they are so bugged you get better stats actually failing an experiment.