Weaponsmith Archive
Thread: Resource quality's that don't exist treated as 1000?
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.
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)
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.
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."
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 %.