Weaponsmith Archive

Thread: Resource quality's that don't exist treated as 1000?

Larrsthebaptist
Mon Mar 15, 2004 8:25 am
#1


I think i read on a board somewhere that if a resource is being used in a slot that requires the use of a stat that the resource doesn't have it takes that as 1000, is this true..

Eg, In my ABPH I put Ostrine Ore which has no conductivity stat, but the schematic calls for 66%CD 33% OQ, so in my offline workings do I take the stat as being 1000 CD?


Thanks in advance.



Shakes Dufrey, Weapons And Armour.
Brimble Dufrey, Healing and Enhancing.
Lyrrs Towtlaw, Pistol Specialist.
Merl, Teras Kasi and Rifles.
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BigAke
Mon Mar 15, 2004 8:35 am
#2

no, resource attributes that dont exist are not taken into account when calculating the weighted average.

short example:

advanced blaster power handlers are 66% CD and 33% OQ, they require 50 resource units, but only 47 of them have CD. so the CD of each resource unit that has CD is counted

66% * 1/47

towards the maximum experimentation whereas the OQ of a resource unit is counted

33% * 1/50

towards the maximum experimenation.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Pygmie
Mon Mar 15, 2004 9:17 am
#3

Acctually, you're both wrong. The devs have repeatedly said that if a certain resource doesn't have a certain stat it is counted as zero. You can see for yourself by going to the advanced guide on crafting, or any of the Holocron help files on experimentation and crafting.



Le'gar Rielle - Master WS, Master Artisan, Novice AS
Layev Rielle - Smuggler to be. . .
Radiant Galaxy
BigAke
Mon Mar 15, 2004 10:03 am
#4

well, i guess your information is outdated.

i am absolutely sure that my explanation is correct for all things my characters are able to craft (thats one master doctor and a master weaponsmith)

the only thing i left out is the following:

if an experimentation line requires an attribute and no resource has that attribute then it is counted as zero (e.g. stimpack power relies on 66% OQ 33% PE, if you use hides and steel you will never get above 66% because the PE is equal to zero)



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
stryfex03
Mon Mar 15, 2004 11:54 am
#5

BigAke is right. The devs may have repeatedly said that it's counted as 0, but that's not how it works in the game. Do the math and you can see that the stat is ignored.


Here's an easy one to test it with, make any crafting tool.They require Metal, Mineral, and Chemical.


Test 1: Put High conductivity metal in the Metal slot, the lowest conductivity metal you have in the mineral slot, and any Chemicalin the chemical slot.


Test 2: Put High conductivity metal in the Metal slot, any Ore in the Mineral slot, and any chemical in the Chemical slot.


Test 3: Put High conductivity metal in both the Metal and Mineral slot, and any chemical in the Chemical slot.


If the devs are right, Test 2 should produce lower result than Test 1 (Ore has no conductivity, therefore, should be counted as 0, right?). No, Test 2 will produce better result than Test 1.


So what about you who says that no stat means it's counted as 1000? Well, you're wrong too. Test 2 and Test 3 proves this. If Ore w/ no conductivity is counted as 1000, Test 2 should be better than Test 3. Nope, they will come out exactly the same.
Bryan1138
Mon Mar 15, 2004 12:05 pm
#6

The reason they don't count resources without a stat was originally due to a bug. The Devs did a massive schematic rebalance a few months back and found the bug after they did the rebalance. Then they tried to fix the bug, resulting in all items plummeting in quality on the test server. Due to public outcry, it never made it to live.


/emote Wonders why the Devs insist onkilling weapon quality when there are tons of other bugs and professionsbegging for attention and receivingnone due to the devs "tight schedule."





Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

LemyDaBigHairyWookie
Mon Mar 15, 2004 12:08 pm
#7

This is something Architects have done since they started experimentation on harvesters... We saw better results using Lube Oil for our chem's than using Polymer/Fiberplast since it DIDN'T have the relevant UT/SR/HR... The Game reads it as nothing... its not figured into the final calculations... using 900/800ish UT/SR polymer w/ 992 UT 947 SR 970 steel will net about 92% for an architect part... subbing lube oil in makes it depend wholy on the steel's stats netting about 97%...


Any time you can save some high quality metal by subbing mineral/chem without the proper stats it could be in your benifit... Not much use to weaponsmiths but for some things its worthwhile



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
nojediiam
Tue Mar 16, 2004 1:01 am
#8

Here is a copy/paste of an experiment I did to test this a while ago. Results were that if a resource is used in an experiment and it does not possess the stat, its units are not used in the weighting in the calculation of overall potential %.


To show that if a resource is used in an experiment and it does not possess the stat, its units are not used in the weighting in the calculation of overall potential %, you can look at an advanced vibro blade unit. The other two cases being that the resource is used with 0 or with 1000 replacing its non-existent stat, but keeping the weighting of its units in the calculation of overall %.


The advanced vibro blade unit only uses the UT stat. It requires 25 units of desh copper, 13 units of platinite copper, and 15 units of class 3 solid petro fuel which does not have UT as a stat. Total number of units if all resources are used in weighting is 53, and only 38 if the solid petro units are removed.


For this I am using desh with 365 UT, platinite with 741, and some class 3 solid petro fuel no UT stat.
As a note, to make the final # a % you just divide by 10 and that gives the % shown on the crafting tool.


Case 1: Resource without stat, each unit uses 0 in stat and is given weight in overall # of units -- uses 53 as total # of units of resource.
((25/53) * 365) + ((13/53) * 741) + ((15/53) * 0) = 353.925 to % becomes 35.3925%


Case 2: Resource without stat, each unit uses 1000 in stat and is given weight in overall # of units -- uses 53 as total # of units of resource.
((25/53) * 365) + ((13/53) * 741) + ((15/53) * 1000) = 636.943 to % becomes 63.6943%


Case 3: Resource without stat is completely taken out of weighting equation -- uses 38 as total # of units of resource.
((25/38) * 365) + ((13/38) * 741) = 493.632 to % becomes 49.3632%


When you max the experimental damage line on this advanced vibro blade unit, it maxes out as 49% on the crafting tool which agrees with Case 3. So it seems that if a resource is used in an experiment and it does not possess the stat, its units are not used in the weighting in the calculation of overall potential %.





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