### understanding the code

Posted:

**Sun Jul 20, 2008 9:20 pm**OK, I've read the guide in regards to how the code works, and I'm not a math guy at all. The formula wasn't impossible to understand but I don't think I can figure out how to plug in my numbers, nor do I want to do that complicated of math when figuring what I really need to craft the most ideal parts.

So here is what I've been doing. In an example where the cap for all relative stats is 1000, it's pretty easy, since, after expertise, the stats only need an average of 962+ for a perfect resource. (Or maybe just 960, I've seen some variance on this in both threads as well personal experience). So just add the relative stats together, and divide by the number of stats you just added, and you have your average. IE, if you need HR SR and UT, you would add the three stats together, and divide by 3, hopefully averaging a total of 962+. (or 960, maybe, I don't have any data I can show to back that up)

However, it's not always this simple. Some resources have lower caps than others, and often these different caps are mixed in with each other. So here is what I've been doing to see how this works out. I take the percentage each is from it's cap, and then average them out, and hope that it is 96% or higher (to add the 4% from expertise). So if I need a steel with CD OQ SR, then for OQ and SR the cap is 1000, while the CD cap is 650. So if my stats are CD 646, OQ 924, and SR 966 my percentages are CD 99.3%, OQ 92.4%, SR 96.6%. If I take their average it is 96.1%, which makes it ideal for anything that calls for these stats after expertise.

I realize this may not be as precise as the formula that is presented in the guide, but man, it's a lot easier to understand. It hasn't really failed me this far, as I play it pretty close to the magic numbers for expertise when resource hunting anyway. But there are a few schemes that I have as a SW that call for stat lines that have separate caps, and I needed a way to both compare between resources, and also do it in a way that wouldn't take me too much time.

Anyone else do this this way? Just curious.

Also, in the guide, and maybe I missed this, but I don't think there is any mention of whether it rounds up, down, off or what not for decimals, and if so, how and when? I.E. .986547123 becomes what? And at what point in the math does that happen?

So here is what I've been doing. In an example where the cap for all relative stats is 1000, it's pretty easy, since, after expertise, the stats only need an average of 962+ for a perfect resource. (Or maybe just 960, I've seen some variance on this in both threads as well personal experience). So just add the relative stats together, and divide by the number of stats you just added, and you have your average. IE, if you need HR SR and UT, you would add the three stats together, and divide by 3, hopefully averaging a total of 962+. (or 960, maybe, I don't have any data I can show to back that up)

However, it's not always this simple. Some resources have lower caps than others, and often these different caps are mixed in with each other. So here is what I've been doing to see how this works out. I take the percentage each is from it's cap, and then average them out, and hope that it is 96% or higher (to add the 4% from expertise). So if I need a steel with CD OQ SR, then for OQ and SR the cap is 1000, while the CD cap is 650. So if my stats are CD 646, OQ 924, and SR 966 my percentages are CD 99.3%, OQ 92.4%, SR 96.6%. If I take their average it is 96.1%, which makes it ideal for anything that calls for these stats after expertise.

I realize this may not be as precise as the formula that is presented in the guide, but man, it's a lot easier to understand. It hasn't really failed me this far, as I play it pretty close to the magic numbers for expertise when resource hunting anyway. But there are a few schemes that I have as a SW that call for stat lines that have separate caps, and I needed a way to both compare between resources, and also do it in a way that wouldn't take me too much time.

Anyone else do this this way? Just curious.

Also, in the guide, and maybe I missed this, but I don't think there is any mention of whether it rounds up, down, off or what not for decimals, and if so, how and when? I.E. .986547123 becomes what? And at what point in the math does that happen?