Weighted Resource Average (Game Mechanics)
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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
The BasicsWhen 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:
OQ1: Material 1 Overall Quality OQ2: Material 2 Overall Quality OQ3: Material 3 Overall Quality
Variable Resource WeightsAnother way of looking at the weighted averages is by examining how this system works within the confines of lightsaber construction. The following examples will be using 4th generation light saber schematics which require a total of 5 distinct resources, being Duralloy Steel, Titanium Aluminum, Polymer, Culsion Inert Gas, Polysteel Copper.
Duralloy steel : Skisref -
Titanium aluminium : Vepacis -
Polymer : Iose - (These resources do not have Conductivity)
Culsion Inert Gas : Moilekit - (These resources do not have Conductivity or Unit Toughness)
Polysteel copper : Aloiam -
Lightsabers have the following experimentation lines and properties:
As with the previous armor example, resources that do not have the necessary stats are effectively removed from the calculation for that particular slot. For lightsabers this applies to Culsion Inert Gas and Polymer respectively for the values UT, and CD.
Available Resourve WeightsThe following is a list of possible resource weights available to crafted items.
Source References
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