Weaponsmith Archive

Thread: I attempt to explain the crafting changes in plain english

Agock_Onie
Fri Apr 29, 2005 9:07 pm
#1


I originally sent this as an in-game e-mail to all my clients to explain why I was having a little extra ramp-up time post-CU. I thought you guys might like to see it as well. Hope it clears some stuff up.







As some of you may know, crafting took a big change with the CU. I will attempt to explain what is going on to anyone who cares to read on. Otherwise just remember that this will add some time until Agock Arms is fully up and running again.


And pass on to all your crafter friends so theymay benefit


Here is how it worked before...


(this is all fictional stuff)


build fictional knife - stat requrements 66% conductivity and 33% overall quality

-----------------------------------------------------------------------------------------------------

10 metal
10 steel
10 polymer


OK see the stats required? CD and OQ


The 66% and 33% meant it was a weighted average. For those who suck at math (like me) it breaks down like this

66 is 2X as large as 33 in the 100% total so conductivity is worth 2x of OQ

so the CD is multiplied by 2 and the OQ by 1 then the whole thing is divided by 3 (not 2 even though a REGULAR average would be 2 (for the two stat components) but 3 to reflect the WEIGHTING of the more important CD)


The formula is ((2*CD)+(1*OQ))/3


Let's stick some numbers in here...
say the steel (which is rather poor compared to copper for CD (just the way steel is, basically capped at lowere levels) but which has some very good OQ properties) has the following stats:


dodobird ditanium steel

500 CD
1000 OQ


here is the formula:

((2*500)+(1*1000)/3 = 66.7%


This determines the basic quality of your item build AND your experminetation cap. This has nothing to do with the moderate, great, amazing etc.

now the reason you would use different materials is that, if you remember the schematic we are using, steel has a CD cap while copper (which would fall under "metal") does not


so you would use the steel we mentioned and a high CD/OQ copper and a high OQ polymer (polymer does not have CD so it is dropped from the requirment for that material and becomes OQ 100%) and you would get a good result.


The key to remember here is that if you plugged the Steel into the "Steel" AND "Metal" slots it would yeild the SAME weighted average results. 66.7%


NOW HERE IS THE BIG CHANGE...


The stats are still plugged into a weighted average to determine quality for your task BUT (this is big) it is now also weighted against the CAP OF THE MATERIAL.


Let me put that into game terms...


All ranged weapons are final built around 50% Conductivity/50% OQ


Tusken Rifle (this really is the schematic)
------------------------------------------------
35 Iron (Any Iron)
14 Ferrous Metal (That is Iron or Steel)
7 Metal (Any Metal)
1 Adv. Projectile Feed Mechanism
1 Adv. Projectile Rifle Barrel
1 Adv. Scope (optional)
1 Adv. Stock (optional)


Ok, now I mentioned the poor CD of steel, well Iron is even worse


let's say that iron in general has a cap of 80 (Really REALLY awful)


In the past, you were stuck making poor quality tusken rifles because a prime component could produce nothing better


NOW...(post-CU)


assuming, again, that the iron cap is 80, when it judges the quality of the material for THAT SPECIFIC requirement in THIS SPECIFIC weapon, the closer you are to that 80 cap, the better your final build. If you used that same Iron for the "metal" requirement it would be god-awful...why? Because since you can use ANY metal, and other metals cap are so high (I have a copper at 997) the iron with the less-than-80 value is terrible.


Now look at the Ferrous Metal requirement...that is Iron or Steel. Steel is no where as close to 1000 as copper is, but since it cannot be used here, the cap for the steel is used. Now let's say the Iron cap is 80, the Steel cap is 700, and the copper cap is 1000. When you select our Iron, all three positions will show that you COULD place the iron we were talking about in them. The slot for Iron would show ours as very very good (close to the cap, hence as good as it can get, and excellent for this purpose). Next the box for the ferrous metal shows a poor (yellow bar) because there so much better things you could put in there (a steel close to the 700 cap). And the "metal" box will show a red down right terrible bar, because a 1000 copper could be used.






Message Edited by Agock_Onie on 04-30-2005 12:07 AM



_______________________________________________________________________________
Agock Arms Weapons Center
Reb Haven, Corellia
4316,947
SWROChandler
Fri Apr 29, 2005 9:19 pm
#2


Well, no offense, but I find that more confusing .
CorenLanra
Fri Apr 29, 2005 9:33 pm
#3

What he was trying to say was this....

Schematic T-21: 50%Con 50%Oq
Pre-CU: Best ever spawn of polonium iron ~ 80 conductivity and say 984 OQ would show a red bar about 50%
Post-CU: Almost 100% green bar due to "stat cap" calculation



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Zandergeef
Fri Apr 29, 2005 10:07 pm
#4

Crafting in weapons has totally changed by the way also. Weapon stats are totally different and what not so yes it is a big thing but they with the change of how the thing looks at stats but the whole CU change and what not is much bigger and negates anything that happend before.



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Agock_Onie
Fri Apr 29, 2005 10:26 pm
#5






SWROChandler wrote:


Well, no offense, but I find that more confusing .





Of course YOU would say that....you wrote the big convoluted thing on SWG craft I had to translate to figure out what I was saying



_______________________________________________________________________________
Agock Arms Weapons Center
Reb Haven, Corellia
4316,947
Upana
Sat Apr 30, 2005 1:18 am
#6






Agock_Onie wrote:





SWROChandler wrote:


Well, no offense, but I find that more confusing .





Of course YOU would say that....you wrote the big convoluted thing on SWG craft I had to translate to figure out what I was saying






Not convoluted at all.


Tell me though, how did your clients respond?






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giffordgekko
Sat Apr 30, 2005 1:51 am
#7


agock thanks
ShugFlurry
Sat Apr 30, 2005 2:50 am
#8

Sorry how hard can it be to understand that instead of experimentation being done out of 1000, its based on the caps? so rhodium is out of 640 or so?



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
EEMAN
Sat Apr 30, 2005 5:42 am
#9






ShugFlurry wrote:
Sorry how hard can it be to understand that instead of experimentation being done out of 1000, its based on the caps? so rhodium is out of 640 or so?





without knowing the actual cap for that slot you wont know which resource is better. Before, doonium iron that was 427 Cond 954 OQ was equal or better to one that was 450 Cond 905 OQ on a 50/50 oq/cond schematic. Lets say the cap is 460 fordoonium.Now if it calls for doonium which is better? Going from 427 to 450, a 23pt cond gain,at the cost of almost 50 OQ didnt seem to bea good choice before. But now its weighted increase could actually make it better than the other. Thecrafting screen only tells 1/2 truths. Double clicking a resource to use it will surprisingly show afull green bar when you were expecting yellow. However, the percentages on the schematic portion of the crafting screen still show the old system where cond in this case would score a very low number.


Ive never really relied on thatSWGCraft XLS resource calculator in the past, preferring to just do the numbers in my head. However, knowing what the cap is on every type of slot for every weapon and comparing that to the caps of every resource... thats not going to bedoable in my head, atleastnot without memorizing every type of slot and committinga numericalcap value in your head. Looks like its time someone updated that spreadsheet to allthe new schematics and programed in theweightedstats oneach schematic.




Omosack
Master Weaponsmith
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Agock_Onie
Sat Apr 30, 2005 6:21 am
#10






Upana wrote:





Agock_Onie wrote:





SWROChandler wrote:


Well, no offense, but I find that more confusing .





Of course YOU would say that....you wrote the big convoluted thing on SWG craft I had to translate to figure out what I was saying






Not convoluted at all.


Tell me though, how did your clients respond?









LOL actually pretty much how I expected..."When can we have guns?!?!!?"






_______________________________________________________________________________
Agock Arms Weapons Center
Reb Haven, Corellia
4316,947
Hurlobacca
Sat Apr 30, 2005 6:31 am
#11






ShugFlurry wrote:
Sorry how hard can it be to understand that instead of experimentation being done out of 1000, its based on the caps? so rhodium is out of 640 or so?





It's a bit more complicated than that. Let's take some Polonium Iron spawns from Wanderhome as an example. For sake of simplicity (not accuracy), I looked up past spawns of Polonium on my server and saw that Conductivity ranged from 47-143 and OQ ranged from 27-973, so those are the ranges I based my values on. Forgive any mathematical errors as it's not my strong suit and corrections are welcome.


Cond/OQ Pre-CU rating Post CU rating Pre-CU Ranking


A. 107/943 540 57% + 100%/2 = 79%1


B. 119/952535 69% + 98% =84% 2


C. 121/923 522 85% + 95% = 90% 3


D. 120/906 513 84% + 93% = 86% 7


E. 143/832487100% + 86% = 93%8


As I said, I'm sure my math needs a bit of tweaking, but I'm pretty sure I'm right that our 8th best Polonium just became our best. The good news is our former third best is not far off and may not even make a difference. The bad news is I don't know if I have any of that left after my FS grind. D'oh.



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