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
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