Weaponsmith Archive
Thread: Curious result on FWG...
Jiga Carbonite Steel 712 528 917 968 336 907 885 881
Carbegiteforis Kammris Iron 720 481 997 939 553 954 986 959
Weakem Non-Ferrous Metal693 972 95 295 723 966905390
30 Iron 15 Ferrous 6 Metal CD50/OQ50
Max Damage Experiment % = (1/2*(30*528+15*481+6*972) / 51 + 1/2 * (30*907+15*954+6*966)/51) / 1000
For my stuff it comes out to 74.7%
Using my Steel and Non Ferrous I plugged your two Irons in and got
for the Dolovite 72.6794%
for the Doonium 73.5324%
So we're looking at less than 1% difference here but reading your post you said all the rest of the stats are identical except for speed. I'm stumped lol.
As far as the % values for APBH goes If you use the equation
(2/3 * (8*AlumCD + 5*CopperCD)/13 +
1/3 * (8*AlumOQ + 5*CopperOQ+ 16*GasOQ + 10*PolymerOQ + 5*OreOQ) / 44) ) /1000
Everything comes out correctly as are implied by CD66 / OQ33
Building most guns we don't have to deal with the inconsistancy because ALL of our materials contain both CD and OQ
exceptions of course to guns that use Ore (T21,LLC, Disposable Cannons), Polymer(LLC), or Gemstones (T21)
It was recently discovered that on crafted items that call for ingredients where some of the ingredients do not have a called for property (i.e. Guns call for 50/50 Cond/OQ), more weight is added to the property on those ingredients thatDO have the stat. For example .. if a gun calls for 50 metal and 25 ore, on the metal, the conductivity will be weighted more heavily than the OQ since there are 25 units of another resource (the ore) that don't have any conductivity.
The only thing I can possibly think of is that the FWG5 schematic is calculating the components into this and registering them as items that only have Overall Quality and weighting the metals slightly mor towards conductivity to compensate ...
or
If you are using weapon scopes or advanced weapon scopes, it iscalculating the polymer and gems into the final assembly as rsources without conductivity and weighting any metals towards a heavier use of conductivity to compensate.
OK the stats I posted in the start up thread were off by a few points here and there.
The CORRECT stats are:
The Dolovite (used in the first FWG) is oq 978 con 342
The Doonium (used in 2nd one) is oq 965 con 422
When I do the math on this the difference on oq/con combined is 33.5.
As the majority of the gun is made from Iron I am confounded as to how this cannot make a positive difference in the final combine. Remember I used the EXACT same resources/components other than the Iron for the FWG (no scope) and get a 0.1 sec slower weapon? In the face of no other theories I believe nerf has played some sort of hand in this, or else the calculations are out. I have tried this 4 more times with each type of iron, and on full successes the results stand. I'm pi$$ed.
Please try a few more times, varying how many points you have. I noticed on one schematic that I did for a DX2 use ALL the same materials as my previous schematic (except that my power handler was a new revision but still same stats).
my version 1.8.2 dx2 was 163 max (all greats)
my version 1.8.3 dx2 was 161 max (all greats)
It was disturbing, then I remembered something a WS friend told me long ago. Even if you show all greats on 3 points of experimentation, there could be a moderate hiding in there. I did another attempt, got all greats again but this time it was 163 again.
We all know that if we get even 1 single moderate, sometimes it is impossible to get back up to the "real" max on a gun. I think that is what happened here, try your attempt agian, 1 point at a time and see what happens.