Table of content:
Intro: Reason behind the guide:-)
Section 1: Basic facts about crafting
Section 2: Weighted averages
Section 2.1: Weighted average Min/Max and
Force Cost
Section 2.2: Weighted average Health,
Action and Mind
Section
2.3: Weighted average Wound Chance
Section
2.4: Weighted average Speed
Section 3:
Displayed assembly
Section 4:
Single line assembly/Max experimentation
Section 5:
General experimentation
Section 6:
Crafting example
Section 6.1:
Assembly
Section 6.2:
Max experimentation
Section 7:
Crafting charts - 4th Generation Double Blade
Appendix
A: The Village lightsaber crafting toolkit
Appendix B:
Hidden decimals
Intro: Reason behind
the guide:-)
I did this guide to help clarify some issue regarding crafting
and experimentation on 4th generation double bladed lightsaber.
I had long been puzzled as to why I got different force costs at
the same displayed percentage. So my good AS buddy, Estei and I
set out to solve the mystery. The result is charts for every
cutoff point for a 4th gen double blade saber.
Section 1: Basic
facts about crafting
Crafting tool:
The functionality rating on the crafting tools have no affect on
the assembly percentages and their effect to higher succes rate
for great or amazing succes is questionable. Same thing goes for
crafting stations.
Foods:
Using Bespin Port and Pyollian Cake does increase the chances
for better assembly and experimental rolls.
Force Sensitive skills:
The FS trees - Experimentation,
Assembly and Technique have to my knowledge not been thorouhtly
tested.
Research Center:
Any experimentation done within a 'Research Center' is enhanced.
A 15% bonus to the final result roll is added during the
experimentation phase of crafting
Manufacturing Center:
Crafting done in a 'Manufacturing Center' earns a 10% bonus to
prototype assembly results, significantly reducing the chance of
failures
Crystal Packs:
They have no stats and are therefore not affecting the crafting
proces - if you get a good succes or an amazing will not affect
the stats on the saber. The crystal packs cannot be manufactured
in factories, so its all manual crafting work:-) Have 4-6 saber
crafting tools and use a crafting macro to speed up the
production proces.
Section 2: Weighted
average:
To reveal the mystery abour crafitng, and why you get different
stats at the same experimental percentages on two different
crafting sessions. You first have to calculate the weighted
average for each single stat line. Since Estei and me found that
the displayed percentage for assembly and experimentation is an
average of each line, meaning that the displayed percentages for
Experimental Damage is the average for Speed, Min, Max and Wound
Chance. Same thing goes for Experimental Efficiency which is the
average of Health, Action, Mind and Force Cost. To calculate the
displayed assembly percentage you need to know the weighted
average of all the available lines and then divide that number
by four. And knowing the percentages for each line is very
important since using resouces that gives you a better displayed
percentages might not be the best for the single line.
The formulas for calculating the weighted average of the
resources and their assembly and max experimentation percentages
are found in former posts, which are linked at the bottom of
this post.
Section 2.1: Weighted average - Min/Max Damage and Force cost -
33% CD / 66% OQ:
Overall Quality 66%:
OQ1: Material 1 Overall Quality
n1: Number of Material 1 required in schematic
OQ2: Material 2 Overall Quality
n2: Number of Material 2 required in schematic
OQ3: Material 3 Overall Quality
n3: Number of Material 3 required in schematic
OQ4: Material 4 Overall Quality
n4: Number of Material 4 required in schematic
OQ5: Material 5 Overall Quality
n5: Number of Material 5 required in schematic
( ((OQ1*n1) + (OQ2*n2) + (OQ3*n3) + (OQ4*n4) + (OQ5*n5)) ) =
Weighted average OQ
______________________________________________________
(n1+n2+n3+n4+n5)
_______________________________________________
( 2/3 )
Conductivity 33%:
CD1: Material 1 Conductivity
n1: Number of Material 1 required in schematic
CD2: Material 2 Conductivity
n2: Number of Material 2 required in schematic
CD3: Material 3 Conductivity
n3: Number of Material 3 required in schematic
(( ((CD1*n1) + (CD2*n2) + (CD3*n3)) ) = Weighted average CD
____________________________________
(n1+n2+n3)
_____________________________________
( 1/3 )
To get the weighted average for Min/Max Damage and Force cost
you add up the numbers for Overall Quality and Conductivity.
Weighted average OQ + Weighted average CD = Weighted average
Min/Max Damage and Force cost
Section 2.2: Weighted average - Health, Action and Mind cost -
100% OQ:
Overall Quality 100%:
OQ1: Material 1 Overall Quality
n1: Number of Material 1 required in schematic
OQ2: Material 2 Overall Quality
n2: Number of Material 2 required in schematic
OQ3: Material 3 Overall Quality
n3: Number of Material 3 required in schematic
OQ4: Material 4 Overall Quality
n4: Number of Material 4 required in schematic
OQ5: Material 5 Overall Quality
n5: Number of Material 5 required in schematic
( ((OQ1*n1) + (OQ2*n2) + (OQ3*n3) + (OQ4*n4) + (OQ5*n5)) ) =
Weighted average OQ
________________________________________________________
(n1+n2+n3+n4+n5)
Weighted average OQ = Weighted average Health, Action and Mind
cost
Section
2.3: Weighted average - Wound chance - 50% SR / 50% UT:
Shock Resistance 50%:
SR1: Material 1 Shock Resistance
n1: Number of Material 1 required in schematic
SR2: Material 2 Shock Resistance
n2: Number of Material 2 required in schematic
SR3: Material 3 Shock Resistance
n3: Number of Material 3 required in schematic
SR4: Material 4 Shock Resistance
n4: Number of Material 4 required in schematic
( ((SR1*n1) + (SR2*n2) + (SR3*n3) + (SR4*n4)) ) = Weighted
average SR
_____________________________________________
(n1+n2+n3+n4)
_____________________________________
( 1/2 )
Unit Toughness 50%:
UT1: Material 1 Unit Toughness
n1: Number of Material 1 required in schematic
UT2: Material 2 S Unit Toughness
n2: Number of Material 2 required in schematic
UT3: Material 3 Unit Toughness
n3: Number of Material 3 required in schematic
UT4: Material 4 Unit Toughness
n4: Number of Material 4 required in schematic
( ((UT1*n1) + (UT2*n2) + (UT3*n3) + (UT4*n4)) ) = Weighted
average UT
_____________________________________________
(n1+n2+n3+n4)
_____________________________________
( 1/2 )
Weighted average SR + weighted average UT = Weighted average
Wound Chance
Section
2.4: Weighted average - Speed – 50% CD / 50% OQ:
Overall Quality 50%
OQ1: Material 1 Overall Quality
n1: Number of Material 1 required in schematic
OQ2: Material 2 Overall Quality
n2: Number of Material 2 required in schematic
OQ3: Material 3 Overall Quality
n3: Number of Material 3 required in schematic
OQ4: Material 4 Overall Quality
n4: Number of Material 4 required in schematic
OQ5: Material 5 Overall Quality
n5: Number of Material 5 required in schematic
(( ((OQ1*n1) + (OQ2*n2) + (OQ3*n3) + (OQ4*n4) ) + (OQ5*n5)) ) =
Weighted average OQ
_________________________________________________________
(n1+n2+n3+n4+n5)
_____________________________________
( 1/2 )
Conductivity 50%:
CD1: Material 1 Conductivity
n1: Number of Material 1 required in schematic
CD2: Material 2 Conductivity
n2: Number of Material 2 required in schematic
CD3: Material 3 Conductivity
n3: Number of Material 3 required in schematic
( ((CD1*n1) + (CD2*n2) + (CD3*n3)) ) = Weighted average CD
____________________________________
(n1+n2+n3)
_____________________________________
( 1/2 )
Weighted average CD + weighted average OQ = Weighted average
Speed
Section 3
– Displayed Assembly
So now you have all the weighted averages for finding the
displayed assembly percentage. To find the displayed assembly
percentage for Experimentation Damage you add the weighted
average of Speed, Min damage, Max damage and Wound Chance and
divide that number by four.
(Weighted average Speed + Weighted average Min dmg + Weighted
average Max dmg + Weighted average Wound chance)/4 = Weighted
average Experimental Damage = X (for short)
The same thing is done for Health, Action, Mind and Force Cost.
(Weighted average Health + Weighted average Action + Weighted
average Mind + Weighted average Force Cost)/4 = Weighted average
Experimental Efficiency = Y (for short)
This number, X or Y, is used in the following equation, found in
the AS little helpers post (link at the bottom), to calculate
the displayed assembly percentage.
(X*(0,000015*X+0,015)) = displayed assembly percentage for
Experimental Damage
(Y*(0,000015*Y+0,015)) = displayed assembly percentage for
Experimental Efficiency
Section 4
– Single line Assembly/Max experimentation
As you may notice it’s an average of the four lines that is
displayed, so each individual line can be either greater or
lesser than the displayed percentage. To find the assembly and
max percentages for a single line just use its weighted average
from the above equations.
Assembly:
(Weighted average Speed*(0,000015* Weighted average Speed
+0,015)) = Assembly percentage for speed only
Max experimentation:
(Weighted average Speed/10) = Max experimentation percentages
for speed only
Section 5
– General experimentation
When you have calculated all the assembly percentages for each
line you can figure out the possible percentage after any given
points spend in experimentation. Each point spend in
experimentation can either give you a great success or amazing
success (have yet to see any other - might be different for
non-MLS). A great success gives a 7% increase to the
experimentation percentage and an amazing success gives an 8%
increase. Now, you have probably all seen an 8% increase in the
displayed percentages on a great success. Reason - the
experimentation roll is separate for each line, so Health and
Mind could have gotten both 8%, while Action and Force Cost both
got 7%.
Since the displayed percentages is the average of all the four
lines the averages increase for display is only 7.5% (8+8+7+7)/4
- But on this experimentation only 7% should have been shown
since the dicimals are hidden...but then the 7.5% is added to a
24.6% assembly percentages, the displayed increase is 8% even
though you have only gotten a great success on experimentation.
I have also tried the other thing - getting an amazing succss on
experimentation and only get a 7% increase. Same thing is
happening as above. You may only get one line of amazing success
and three lines of great success. The accumlated percentages
isn't enought to get an increase by 8%.
I have yet to figure which line is the one shown as the amazing
success.
Section 6
– Crafting example
To demonstrate the above equations I use the following
resources:
Duralloy steel : Skisref - 611 CD 974 OQ 943 SR 992 UT
Titanium aluminium : Vepacis - 382 CD 921 391 SR 325 UT
Polymer : Iose - 993 OQ 785 SR 982 UT
Culsion Inert Gas : Moilekit - 942 OQ
Polysteel copper : Aloiam - 969 CD 980 OQ 787 SR 776 UT
Section 6.1
– Assembly
Experimental Damage Assembly:
Speed: 23,26%
Min: 24,93%
Max: 24,93%
Wound: 20,76%
(23,26% + 24,93% + 24,93% + 20,76%)/4 = 23,47% = 23 % Displayed
percentage
Experimental Efficiency Assembly:
Health: 28,42%
Action: 28,42%
Mind: 28,42%
Force cost: 24,93%
(28,42% + 28,42% + 28,42% + 24,93%)/4 = 27,54% = 27 % Displayed
percentage
Since force cost is the most important and the most puzzling,
the 27% displayed can really throw you off since there is almost
a 3% difference between the displayed assembly percentage and
actual percentage for the single Force Cost line in this
example. This is the reason why you can have different Force
Cost numbers at the same displayed percentages and other stats
for that matter:-)
Section 6.2
– Max experimentation
Experimental Damage MAX:
Speed: 84,19%
Min: 88,27%
Max: 88,27%
Wound: 78,08%
(84,19% + 88,27% + 88,27% + 78,08%)/4 = 84,7% = 84 % Displayed
percentage
Experimental Efficiency MAX:
Health: 96,44%
Action: 96,44%
Mind: 96,44%
Force cost: 88,27%
(96,44% + 96,44% + 96,44% + 88,27%)/4 = 94,39% = 94 % Displayed
percentage
And after max experimentation the difference between the
displayed percentages and the Force Cost line is even bigger - a
wooping 5.73%!
Section 7
– Crafting charts - 4th Generation Double Blade
Using the above resources I have been able to map the cut-off
percentages for double bladed 4th generation lightsaber.
Experimental Damage:
Speed:
5,1 = 00.00 - 16.66%
5,0 = 16.67 - 49.99%
4,9 = 50.00 - 83.33%
4,8 = 83.34 - 99.99%
Min Damage: 1 point pr. 10%
225 = 0.0 - 9.99%
226 = 10 - 19.9%
227 = 20 - 29.9%
228 = 30 - 39.9%
229 = 40 - 49.9%
330 = 50 - 59.9%
331 = 60 - 69.9%
332 = 70 - 79.9%
233 = 80 - 89.9%
234 = 90 - 99.9%
Max damage: 1 point pr. 5%
305 = 0 - 4.999%
306 = 5 - 9.999%
307 = 10 - 14.9%
308 = 15 - 19.9%
309 = 20 - 24.9%
310 = 25 - 29.9%
311 = 30 - 34.9%
312 = 35 - 39.9%
313 = 40 - 44.9%
314 = 45 - 49.9%
315 = 50 - 54.9%
316 = 55 - 59.9%
317 = 60 - 64.9%
318 = 65 - 69.9%
319 = 70 - 74.9%
320 = 75 - 79.9%
321 = 80 - 84.9%
322 = 85 - 89.9%
323 = 90 - 94.9%
324 = 95 - 99.9%
Wound chance: 0.25 pr. % above 25
25.00 = 0.00%
26.25 = 5.00%
27.50 = 10.0%
28.75 = 15.0%
30.00 = 20.0%
31.25 = 25.0%
32.50 = 30.0%
33.75 = 35.0%
35.00 = 40.0%
36.25 = 45.0%
37.50 = 50.0%
38.75 = 55.9%
40.00 = 60.0%
41.25 = 65.0%
42.50 = 70.5%
43.75 = 75.0%
45.00 = 80.0%
46.25 = 85.0%
47.50 = 90.0%
48.75 = 95.0%
50.00 = 99.9%
Experimental Efficiency:
Health cost: 1 point pr. 6 2/3%
55 = 0.000%
56 = 6.667%
57 = 13.33%
56 = 20.00%
55 = 26.67%
54 = 33.33%
53 = 40.00%
52 = 46.67%
51 = 53.33%
50 = 60.00%
49 = 66.67%
48 = 73.33%
47 = 80.00%
46 = 86.67%
45 = 93.33%
99.99%
Action cost: 1 point pr. 3 1/3%
94 = 0.000%
93 = 3.333%
92 = 6.667%
91 = 10.00%
90 = 13.33%
89 = 16.67%
88 = 20.00%
87 = 23.33%
86 = 26.67%
85 = 30.00%
84 = 33.33%
83 = 36.67%
82 = 40.00%
81 = 43.33%
80 = 46.67%
79 = 50.00%
78 = 53.33%
77 = 56.67%
76 = 60.00%
75 = 63.33%
74 = 66.67%
73 = 70.00%
72 = 73.33%
71 = 76.67%
70 = 80.00%
69 = 83.33%
68 = 86.67%
67 = 90.00%
66 = 93.33%
65 = 96.67%
99.99%
Mind cost: 1 point pr. 20%
44 = 0.0 -19.9%
43 = 20 - 39.9%
42 = 40 - 59.9%
41 = 60 - 79.9%
40 = 80 - 99.9%
Force cost: 1 point pr. 100/7
54 = 0.000 - 14.33%
53 = 14,34 - 28.66%
52 = 28,67 - 42.99%
51 = 43.00 - 57.33%
50 = 57.34 - 71.33%
49 = 71.34 – 85.66%
48 = 85.67 – 99.99%
Appendix
A – The Village Lightsaber crafting toolkit
The Village crafting toolkit states that it gives critical
assemblys or a Critical succes which is common talk for giving
you the ability to break the ressouce cap. Wrong! It only give
an Amazing succes on assembly which does nothing to your sabers
stats. I have after reading some posts on the subject come to
believe that a Critical succes is Dev-talk for an Amazing succes,
since looking into the .tre files an Amazing succes is coded as
a Critical succes and Dev Thunderheart have stated that a
Critical succes happens with the same frequency as a Critical
fail. And as we know an Amazing succes happens at the same
frequency as a Critical fail. So is should be conclusive that a
Critical succes is Dev-talk for an Amazing succes and the
reports about busting the resouces caps are some kind of bug or
unknown factor still unaccount for.
Appendix B
- Hidden decimals
I have been mapping the force cost multiplier for each sabertype
and their special attack lately and as an extension of those
tests I have also been trying to figure out the hidden decimals
on sabers without any crystal/pearls equiped. We all know that
the same crystals/pearls used in two different sabers can have a
different force cost eg. the saber have hidden decimals, so I
was expecting that using the same crystals/pearls in the two
differently experimented sabers (both FC48 - 86% and 95%) would
yield different force cost usages for the same special attack.
To my surprise that wasn’t the case, I used the same amounts of
force power for each saber. I also tried with only a color
crystal and came up with same result – they all had the same
force power usages. I know for a fact that the decimals on the
crystals/pearls are applyied to the force cost usage for each
special as you can have different combos of crystals/pearls
giving the same force cost and those sabers have different force
cost usage.
So my conclusion is that the hidden decimals on the saber are
not counted for in regards to force power usages for specials
but only affects the total force cost stat for the saber – like
if the combined decimals of the saber and the crystal/pearls
bump the force cost down by one.