Weaponsmith Archive
Thread: Crafting As We Know It Has Changed
Amscu_Edfo
Sat Apr 30, 2005 12:57 am
#40
I never asked to have it explained, just to have us told that it was changing.
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I don't think this is a nerf and I don't think this is a bug. What they've done is finally properly recognized caps.
If the SR cap for Corellian Decidious Wood is 700 and you have some that 696 then your resource should be treated as a near perfect resource! Doing anything else is plain dumb.
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No, I'll try to explain why.
Why do you all think that there are caps and items that call for named resources? If we were intended to be able to max out everything, then they would have no caps, and no different types of resources. Using that stock example, with that 696, you'll be somewhere around 28-29% to start, also assuming you have >815 Link-Steel. If this was intended from the start, why didn't they do it that way, or if they couldn't, why didn't they just require the OQ stat instead? (so then we could max it)
My point is that we were never intended to max out certain items due to game balance reasons. I never said I wouldn't have fun figuring out how to work the system to the full, again, (look at the link in my sig, I'm jealous of no one, on any server), I'm just complaining about the further headupa$$edness that these devs continue to show.
_________________________________________________________
I don't think this is a nerf and I don't think this is a bug. What they've done is finally properly recognized caps.
If the SR cap for Corellian Decidious Wood is 700 and you have some that 696 then your resource should be treated as a near perfect resource! Doing anything else is plain dumb.
___________________________________________________________
No, I'll try to explain why.
Why do you all think that there are caps and items that call for named resources? If we were intended to be able to max out everything, then they would have no caps, and no different types of resources. Using that stock example, with that 696, you'll be somewhere around 28-29% to start, also assuming you have >815 Link-Steel. If this was intended from the start, why didn't they do it that way, or if they couldn't, why didn't they just require the OQ stat instead? (so then we could max it)
My point is that we were never intended to max out certain items due to game balance reasons. I never said I wouldn't have fun figuring out how to work the system to the full, again, (look at the link in my sig, I'm jealous of no one, on any server), I'm just complaining about the further headupa$$edness that these devs continue to show.
Message Edited by Amscu_Edfo on 04-29-2005 12:59 PM
Upana
Sat Apr 30, 2005 12:57 am
#41
Shaggscoob wrote:
Any arguments against the changes made at this point are just out of ignorance or jealousy (towards smiths that were actually trying to be the best smith they could be, not just using the prof as a money-making crutch)
I agree on this.
However. I've been gathering resources for quite a long time now - and there's still plenty of resources out there that haven't spawned in the time I have been gathering, in anywhere near perfect quality for it's class.
It worries me a bit, since it is gonna make it very very hard for anyone new to come into the market.
It does however also reward long-time smiths, and as has been stated a few times in this thread already - it also pretty much puts things the way they should have been all along.
So leaning a bit both ways here. Although mostly in favor, with just a few concerns.
Cianhydle
Sat Apr 30, 2005 1:59 am
#42
Shaggscoob wrote:
Amscu_Edfo wrote:
I've been screaming about this mistake ever since the CU went to TC. There is now now point to even having named resources. They may as well just remove the caps on all stats, get rid of the variety and just have generics, like "steel", or "iron." This makes me so sick. Talk about dumbing down the crafting game.
lol, did you even comprehend the post.... They made the crafting game much more difficult!
Well, they made it more complex to understand. It's the new math. 2 + 2 might, or might not, equal 4. More complex yes, just not in a "good way."
Super Renea,
MurfThrelklya
Sat Apr 30, 2005 2:20 am
#43
Well that explains it.
Without judging as good or bad, at least now I know what is going on. I thought is was a bug.
Would have been nice to get notice on the login screen or somthing. But I suppose much of the CU is about giving the finger to crafters, so I guess it makes sense.
Ragnaat
Sat Apr 30, 2005 7:49 am
#45
Vade_WS wrote:
I don't think this is a nerf and I don't think this is a bug. What they've done is finally properly recognized caps.
If the SR cap for Corellian Decidious Wood is 700 and you have some that 696 then your resource should be treated as a near perfect resource! Doing anything else is plain dumb.
Also, in the old system, there supposedly were some internal adjustments done to compensate for resource caps, though these adjustments never affected the quality bars and didn't do all that much for experimentation.
This is one of the few CU changes that I'm beginning to like.
All very true Vade. But on balance I think theres a real question about how much better the situation will be. 699SR cor. deci wood will now show that its just as uber as it should be, but resources with high min caps are now greatly negatively effected. The example I used in the AS thread was using polysteel copper for crafing spraysticks. CD on Polysteel is in a range of 928-1000 and with such a high min cap the value in each point is now greatly exagerated. Every point of CD is now weighted the same as almost 14 points of OQ on that resource and as an example a 990CD 1000OQ poly is the same as a 1000CD 861OQ poly
So what we have is a case of best before CU is not necessisarily best post CU. And I'm not really ready to say one situation is clearly better then the other
Ragnaat
Sat Apr 30, 2005 8:16 am
#47
Ragnaat wrote:
Vade_WS wrote:
I don't think this is a nerf and I don't think this is a bug. What they've done is finally properly recognized caps.
If the SR cap for Corellian Decidious Wood is 700 and you have some that 696 then your resource should be treated as a near perfect resource! Doing anything else is plain dumb.
Also, in the old system, there supposedly were some internal adjustments done to compensate for resource caps, though these adjustments never affected the quality bars and didn't do all that much for experimentation.
This is one of the few CU changes that I'm beginning to like.
All very true Vade. But on balance I think theres a real question about how much better the situation will be. 699SR cor. deci wood will now show that its just as uber as it should be, but resources with high min caps are now greatly negatively effected. The example I used in the AS thread was using polysteel copper for crafing spraysticks. CD on Polysteel is in a range of 928-1000 and with such a high min cap the value in each point is now greatly exagerated. Every point of CD is now weighted the same as almost 14 points of OQ on that resource and as an example a 990CD 1000OQ poly is the same as a 1000CD 861OQ poly
So what we have is a case of best before CU is not necessisarily best post CU. And I'm not really ready to say one situation is clearly better then the other
Ok, just did the math for my Polysteel/Spraystick example.. and HOLY CRAP...
Using 2 of the best resources from Test Center for this example:
Fetei: 988CD 941OQ
Ymalaate: 942CD 999OQ
Before this:
Fetei: 96.45%
Ymalaate: 97.05%
Now with this:
Fetei: 91.62%
Ymalaate: 59.67%
So both resources are worse then before. This is as I expected because anything off 1000CD means a lot more now, so even 999 is further away from perfect then before. But the one that was better before got the crap kicked out of it in a way that I just didn't realize it would before I ran the numbers.
SWROChandler
Sat Apr 30, 2005 8:37 am
#48
ShugFlurry wrote:
My heads gonna hurt trying to do the sums in my head
It's time they updated the stat averager to the new system...
Shaggscoob
Sat Apr 30, 2005 10:14 am
#50
Ragnaat wrote:
Ragnaat wrote:
Vade_WS wrote:
I don't think this is a nerf and I don't think this is a bug. What they've done is finally properly recognized caps.
If the SR cap for Corellian Decidious Wood is 700 and you have some that 696 then your resource should be treated as a near perfect resource! Doing anything else is plain dumb.
Also, in the old system, there supposedly were some internal adjustments done to compensate for resource caps, though these adjustments never affected the quality bars and didn't do all that much for experimentation.
This is one of the few CU changes that I'm beginning to like.
All very true Vade. But on balance I think theres a real question about how much better the situation will be. 699SR cor. deci wood will now show that its just as uber as it should be, but resources with high min caps are now greatly negatively effected. The example I used in the AS thread was using polysteel copper for crafing spraysticks. CD on Polysteel is in a range of 928-1000 and with such a high min cap the value in each point is now greatly exagerated. Every point of CD is now weighted the same as almost 14 points of OQ on that resource and as an example a 990CD 1000OQ poly is the same as a 1000CD 861OQ poly
So what we have is a case of best before CU is not necessisarily best post CU. And I'm not really ready to say one situation is clearly better then the other
Ok, just did the math for my Polysteel/Spraystick example.. and HOLY CRAP...
Using 2 of the best resources from Test Center for this example:
Fetei: 988CD 941OQ
Ymalaate: 942CD 999OQ
Before this:
Fetei: 96.45%
Ymalaate: 97.05%
Now with this:
Fetei: 91.62%
Ymalaate: 59.67%
So both resources are worse then before. This is as I expected because anything off 1000CD means a lot more now, so even 999 is further away from perfect then before. But the one that was better before got the crap kicked out of it in a way that I just didn't realize it would before I ran the numbers.
I noticed the same issue last night with some platinite copper on a schem. Now THIS is a bug. It seems their math is just off.
Whrlwnd13
Sat Apr 30, 2005 4:33 pm
#52
I knew something has been wrong but couldn't put my finger on it nowafter reading this threadi'm starting to get really confused about all this.
I really suck at math so if someone could explain this in other terms i'd appreciate it.
this is what i understand so far please correct me if i'm wrong.. maybe just writing this post out will help me to make sense of it all.
before cu if you were making a ABPB you the caps on the rhodium steel would prevent the damage from going too high.
so now after the CU the same rhodium is calculated with the cap taken into consideration. so that makes the best rhodium good and what wasnt the best almost as good. (better than before) correct?
so what is confusing me is how does this change what qualities i'm looking for when i search for resources? I still want the rhodium with the highest CD right?
Is anyone planning on making an update on Foomans tool taking the new changes into consideration?