Resources & quality properties

Discuss any general aspect of crafting in this forum.

Moderators: Crafting Forum Moderators, Forum Moderator

Sentienel
Novice Crafter
Posts: 11
Joined: Tue May 13, 2008 8:09 am

Re: Resources & quality properties

Post by Sentienel » Thu May 15, 2008 10:46 am

Thanks for your explanation.

Should SWG check if there are other resources that have the right type of stats? (HR, SR etc) if not; That would mean that we could use other resources that dont have these stats. (Like some chemicals have other types of stats and if u need chemical, u cóuld choose those which dont have those type of stats)
This way the resource isnt calculated and in theory u could make better items (you have a better chance, because there are less resources calculated to get the quality).
I hope you understand what i mean ;)

exhibit69
Novice Crafter
Posts: 19
Joined: Sun Mar 23, 2008 3:16 am

Re: Resources & quality properties

Post by exhibit69 » Thu May 15, 2008 12:37 pm

Dear Sentinel:

I believe you have the order of resources to use mixed up.
The priority is like this.
1: Resources that have No Used stat: These are always the best choice. While your crafting tool shows a black bar, this resource counts as if it was 100% Effective.
2: Resources that only use 1 stat: This would be the next option. if your choice was between polymer that needed 4 good stats, or Lubricating oil that only used 1 stat, you would select the oil, and find a type with a very high stat.
3: Resources that use multiple stats: For optimal performance, find a type with all used stats at or near the 950 mark. for 100% efficiency, you need 961 in each stat, and the full resource efficiency tree of expertise.

Sincerely:
Exhibit69

Zimoon
Forum Moderator
Posts: 4817
Joined: Mon May 14, 2007 6:55 am
Location: Stockholm, SE
Contact:

Re: Resources & quality properties

Post by Zimoon » Thu May 15, 2008 2:13 pm

exhibit69 wrote:for 100% efficiency, you need 961 in each stat, and the full resource efficiency tree of expertise.
Welcome around exhibit, two great posts from you :D

Notice, it is the weighted average of all resources, caps considered, that must be above 960 (not 961) to make it for 100% end result. But as a rule of thumb, yes, all of the stats called for should be above 960* (caps considered), but as it is the weighted average it is possible to "trade".

Let us put the statements in the totally opposite direction and we do not consider resources whatsoever. We concentrate on a schematic and on stats, only these two. Assume a schematic calls for DR, FL, PE, and OQ, read in the experimental lines. For the Trader it is important that to fill all those stat-slots, otherwise the produce will suffer from the lacking stats. Each slot must be filled at least once.

Since it is easier to find a resource with one stat high than a number of stats, the rule of thumb is: fill each stat-slot only once, if it is possible.

So, by leaving the resources as such out of the discussion it is perhaps easier to see what is required and what is not.

It is true that the formula in the guide does not include the penalty when a stat's slot is not filled, but adding to the formula would just make it even harder for non-mathematicians to easily read what it does, hence I left it out and rather mention it in the text.

* The 4% resource quality bonus: A player noticed a few months ago that the game does not multiply the weighted average with caps considered by 1.04 (as in 4%), which we earlier believed. We thought that 961 * 1.04 >= 1000. It was discovered that rather the value 40 is added to the weighted average with caps considered, effectively making 960 as the wished for magic number.

Yes, 40 is 4% of 1000, but that is not "clean" math when you want to add a bonus to something. Still, it works! The worse material you have the better bonus, counted in %, but that will not help you achieve 100% anyhow, so...
;)

/Zimoon

Ibaum
Apprentice Crafter
Posts: 76
Joined: Wed Jan 02, 2008 8:57 am
Location: Sunny Malibu, CA

Re: Resources & quality properties

Post by Ibaum » Fri May 16, 2008 3:58 am

Zimoon wrote:Resources come and go with a lifetime of between 6 to 22 days, general Inorganics are generally 6 to 11 days while JTL resources are often up to 18 days. Organics have the lot between 6 to 22 days.
Not to be contrary but the JTL often go the full 22 days.
/Ibaum

Zimoon
Forum Moderator
Posts: 4817
Joined: Mon May 14, 2007 6:55 am
Location: Stockholm, SE
Contact:

Re: Resources & quality properties

Post by Zimoon » Fri May 16, 2008 10:10 am

Ibaum wrote:
Zimoon wrote:Resources come and go with a lifetime of between 6 to 22 days, general Inorganics are generally 6 to 11 days while JTL resources are often up to 18 days. Organics have the lot between 6 to 22 days.
Not to be contrary but the JTL often go the full 22 days.
Thanks, I was not 100% certain when writing this but just had a nagging memory of something somebody wrote. Thanks again,
/Zimoon

Locked

Who is online

Users browsing this forum: No registered users and 1 guest