Difference between revisions of "Weighted Resource Average (Game Mechanics)"
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Aluminum 600 Overall Quality, 800 Shock Resistance<br><br> | Aluminum 600 Overall Quality, 800 Shock Resistance<br><br> | ||
Beyrllius Copper 700 Overall Quality, 400 Shock Resistance<br><br> | Beyrllius Copper 700 Overall Quality, 400 Shock Resistance<br><br> | ||
− | Wooly Hide 900 Overall Quality, 600 Shock Resistance | + | Wooly Hide 900 Overall Quality, 600 Shock Resistance<br><br> |
You're looking effectively using the following total quality of material... | You're looking effectively using the following total quality of material... | ||
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((((70*800) + (70*950) + (35*700) + (40*600) + (30*700) + (30*900)) / (70 + 70 + 35 + 40 + 30 + 30 )) + (((70*900) + (35*900) + (40*800) + (30*400) + (30*600)) / (70 + 36 + 40 + 30 + 30)))) / 2 | ((((70*800) + (70*950) + (35*700) + (40*600) + (30*700) + (30*900)) / (70 + 70 + 35 + 40 + 30 + 30 )) + (((70*900) + (35*900) + (40*800) + (30*400) + (30*600)) / (70 + 36 + 40 + 30 + 30)))) / 2 | ||
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In the above equations, the average OQ would be 796 while the average SR would be 729. Consequently, the weighted average material rating for this experimental attribute would be 762.5. | In the above equations, the average OQ would be 796 while the average SR would be 729. Consequently, the weighted average material rating for this experimental attribute would be 762.5. | ||
Revision as of 18:58, 15 May 2008
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Game Mechanics - Mechanics Category
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Weighted Resource AverageThis section describes how the weighted average experimental quality is calculated based on resource attributes. Essentially, for each experimental statistic there is weighted average quality that depends on
When you experiment on a piece of armor, you get three options, one of which is Experimental Quality. Experimenting on experimental quality raises the base resists of the item. However, in order to know how experimentation will effect the base item, you first need to calculate the weighted average quality of the item for that particular experimental statistic. The weighted average quality for Experimental Quality on all armor is based on the Overall Quality and Shock Resistance at a 50-50 ratio. The shock resistance of each material multiplied by the quantity used divided by the sum of the total quantites of the materials used. This will give you the average shock resistance for the item. The same process is performed for Overall Quality and a weighted average of the two (50/50 in this case) is determined. For materials that do not have one of the values (for example solid petrochem fuel), the equation simply removes that factor from the calculation. For example, say you're making a composite helm using the following materials (we're only going to list the OQ/Shock of these theoretical materials, since that's all applies to resistances):
You're looking effectively using the following total quality of material...
((((70*800) + (70*950) + (35*700) + (40*600) + (30*700) + (30*900)) / (70 + 70 + 35 + 40 + 30 + 30 )) + (((70*900) + (35*900) + (40*800) + (30*400) + (30*600)) / (70 + 36 + 40 + 30 + 30)))) / 2
The full equation for finding the weighted average attribute quality is described below: General equation: OQ1: Material 1 Overall Quality OQ2: Material 2 Overall Quality OQ3: Material 3 Overall Quality
1. 50/50 Source References
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