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Ataho’s Guide to Jedi Crafting
 
Ataho’s Guide to Jedi Crafting

Revision as of 08:09, 4 June 2008

Reference Documentation - Experimentation

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


Ataho’s Guide to Jedi Crafting


Updated: 03-30-05

Added: LS crafting tool v1.5


Updated: 04-11-05

Added: My thoughts about getting a FC47 with a critical succes assembly

Added: Rewritten Appendix B - Hidden saber decimals with my neweste discovery

Added: Extented the force cost chart to included the hidden decimals


Updated: 04-26-05

Added: New testing method to Appendix B - Hidden saber decimals for more accurate decimals


Table of content:

Intro: Reason behind the guide:-)

Section 1: Basic facts about crafting

Section 2: Weighted averages

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

Section 8: LS Crafting Computer v1.5

Appendix A: The Village lightsaber crafting toolkit

Appendix B: Hidden saber decimals

Appendix C: Critical succes and Force cost 47


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 OQ 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

55.00 = 0.000 - 0.000%

54.66 = 0.001 - 4.761%

54.33 = 4.762 - 9.523%

54.00 = 9.524 - 14.28%

53.66 = 14.29 - 19.04%

53.33 = 19.05 – 23.80%

53.00 = 23.81 – 28.56%

52.66 = 28.57 - 33.33%

52.33 = 33.34 - 38.09%

52.00 = 38.10 - 42.85%

51.66 = 42.86 - 47.61%

51.33 = 47.62 - 52.37%

51.00 = 52.38 – 57.13%

50.66 = 57.14 – 61.90%

50.33 = 61.91 - 66.66%

50.00 = 66.67 - 71.42%

49.66 = 71.43 - 76.19%

49.33 = 76.20 - 80.94%

49.00 = 80.95 - 85.70%

48.66 = 85.71 – 90.47%

48.33 = 90.48 – 95.23%

48.00 = 95.24 – 99.99%

??.66 = 100.0 – 100.0%



Section 8 - LS crafting Computer v1.5

LS crafting tool v1.5


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. The conclusion is that a Critical succes is Dev-talk for an Amazing succes in regards to the Village lightsaber crafting tool but the term have been adopted by the crafting community for then you get a better than normal assembly percentage. The Village lightsaber crafting toolkit does not give one that ability. A critical succes is either a bug or unknown factor still unaccount for and an intented part of the game.


Appendix B - Hidden saber decimals

The hidden decimals on sabers with or without pearls/crystals have caused great speculation for many including myself - I have always been assuming that the decimals would be in intervals directly linked to the force cost percentages. That is not the case as the intervals for 4th gen sabers is 1/3 force cost on the saber pr. 4.75% in the force cost line closely. So the force cost chart is going to be extented to included the decimals as well as the LS Crafting computer. The testing have been done with only a color crystal equiped and dividing the force powers usages with the force cost multiplier for dervish 2.


The chart below is a section of my testing data...


Range% FC on saber

71.30 - 50.00

71.55 - 49.66

73,57 - 49.66

73.99 - 49.66

76.13 - 49.66

76.16 - 49.66

76.21 - 49.33

80.75 - 49.33

81.01 - 49.00

84.59 - 49.00

85.67 - 48.66



EDIT: 04-26-05: I will begin further testing after the CU for even better decimals as the 1/3 intervals is due to the fact that Dervish2 with a force cost multipier of 3 is being used for the testing. Better results should be obtainable with a lower force cost multipler special. Stay tuned:-)


Appendix C - Critical succes and Force cost 47

I have been thinking about the critical succes rolls and how they could get one a FC 47 saber. My theory is that one need a critical succes big enough to take the assembly percentages for the force cost line over 30%. I that way you should in theory be able to get over 100% on max experimentation and hit the next cutoff at 100%....Same thing can be done with all the other stats, and get better min/max for example....