ntelinatsos
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- Stelios AKALYPTOS ntelinatsos
about new crafting system..
first i'll post my result on a small crafting run on explosive bp III (100 qr)
all clicks was in full condition
450 clicks = 900ped cost
total return back = 714.36ped (185.364ped loss) (79.37% return)
successes: 166 (36.90%)
near successes: 260 (57.77%)
fails: 24 (5.33%)
max/min success tt value= 5.85ped/2.16ped
max/min near success tt value = 1.18ped/0.7ped
from the result above you can see that the tt value on near success isn't higher than 59% of the total tt cost.
this end up in a problematic crafting system.
for example, crafting gizmo vii or gizmo viii bps:
gizmo vii cost like 3ped per click, one of the main matterials is kidney oil (2ped). crafting gizmo vii mean that you'll never get any kidney oil back in a near success click
same for gizmo viii (6.2ped total cost, spleen oil has 5ped tt), you never gonna get any spleen oil back
this issue apply to many bps, especially these that require only two matterials and one of them has higher tt value than the other one (you never gonna get back the matterials with the higher tt value)
this is a big problem on crafting when the higher tt material has high mu.
i noticed also that is harder to get a globs now. (i'm not sure where my loss is going to)
personal i don't like the new crafting system but i can suggest how the crafting system should be
in my opinion you should categorize crafting in five categories:
personal as a crafter i never cared about the tt return on near success or on the tt size of successful clicks but mostly for the success rate and for the big globs/hofs. (depend if i craft items or matterials)
Below i'll introduce the formula i believe is the best (in my opinion)
Edit: i have decreased the fail's rate since it was too high, also i changed the success rate in some..
-success rate when crafting items with high mu, should be high. if the success rate tt value isn't too big, we don't really care, the thing we care of is the mu on the items we craft (i prefer having very high success rate than having one big hof and low success rate)
-success rate when crafting matterials should be lower than when you craft items cause the success by itself isn't so important as when you craft items. tt value on success is what mostly we care (i prefer having one big hof or big globs than having high success rate)
well, this is my opinion about how crafting should be.
you are welcome to mention your suggestions
note: my above formula is for full quantity runs and in maxed bps. i'm not sure how the current system works in full condition runs (i tried some clicks but it's hard to analyze them)
EDIT: cause many ppl complained about the high fail and low success rate when crafting matterials, i'll tell you that. when you craft matterials, success rate doesn't matter as when you craft items.. why? cause when you craft matterials, you might have 9 near success/fail clicks and then do one big success and get back 20 times the matterials you get in a regular successful clicks, so the success/fail rate doesn't affect the mu of the matterials we craft. I think every crafter knows that!! In the opposite of that, when you craft items, you can't get two items in one successful click, so the success rate need to be high. I hope you understand my logic and don't keep complaining about the success/fail rate i mentioned.
Also, the near success rate, most of the times is equal to fail when for example you get back metal res and none of the matterials you used, or when you lose the main high mu matterial you used and you get back matterials with low mu. Especially when you craft items from L bps, every success rate is equal to fail when the matterials are cheap but the price on L bp is very high.
first i'll post my result on a small crafting run on explosive bp III (100 qr)
all clicks was in full condition
450 clicks = 900ped cost
total return back = 714.36ped (185.364ped loss) (79.37% return)
successes: 166 (36.90%)
near successes: 260 (57.77%)
fails: 24 (5.33%)
max/min success tt value= 5.85ped/2.16ped
max/min near success tt value = 1.18ped/0.7ped
from the result above you can see that the tt value on near success isn't higher than 59% of the total tt cost.
this end up in a problematic crafting system.
for example, crafting gizmo vii or gizmo viii bps:
gizmo vii cost like 3ped per click, one of the main matterials is kidney oil (2ped). crafting gizmo vii mean that you'll never get any kidney oil back in a near success click
same for gizmo viii (6.2ped total cost, spleen oil has 5ped tt), you never gonna get any spleen oil back
this issue apply to many bps, especially these that require only two matterials and one of them has higher tt value than the other one (you never gonna get back the matterials with the higher tt value)
this is a big problem on crafting when the higher tt material has high mu.
i noticed also that is harder to get a globs now. (i'm not sure where my loss is going to)
personal i don't like the new crafting system but i can suggest how the crafting system should be
in my opinion you should categorize crafting in five categories:
- crafting matterials in ul bps
- crafting matterials in L bps
- crafting items in ul bps
- crafting items in L bps
- crafting items in L boosted bps
personal as a crafter i never cared about the tt return on near success or on the tt size of successful clicks but mostly for the success rate and for the big globs/hofs. (depend if i craft items or matterials)
Below i'll introduce the formula i believe is the best (in my opinion)
Edit: i have decreased the fail's rate since it was too high, also i changed the success rate in some..
Crafting: | Success rate | Near Success rate | Fails |
Matterials in UL bp | 35% | 55% | 10% |
Matterials in L bps | 40% | 50% | 10% |
Items in UL bp | 45% | 45% | 10% |
Items in L bp | 50% | 45% | 5% |
Items in L boosted bp | 60% | 35% | 5% |
-success rate when crafting items with high mu, should be high. if the success rate tt value isn't too big, we don't really care, the thing we care of is the mu on the items we craft (i prefer having very high success rate than having one big hof and low success rate)
-success rate when crafting matterials should be lower than when you craft items cause the success by itself isn't so important as when you craft items. tt value on success is what mostly we care (i prefer having one big hof or big globs than having high success rate)
well, this is my opinion about how crafting should be.
you are welcome to mention your suggestions
note: my above formula is for full quantity runs and in maxed bps. i'm not sure how the current system works in full condition runs (i tried some clicks but it's hard to analyze them)
EDIT: cause many ppl complained about the high fail and low success rate when crafting matterials, i'll tell you that. when you craft matterials, success rate doesn't matter as when you craft items.. why? cause when you craft matterials, you might have 9 near success/fail clicks and then do one big success and get back 20 times the matterials you get in a regular successful clicks, so the success/fail rate doesn't affect the mu of the matterials we craft. I think every crafter knows that!! In the opposite of that, when you craft items, you can't get two items in one successful click, so the success rate need to be high. I hope you understand my logic and don't keep complaining about the success/fail rate i mentioned.
Also, the near success rate, most of the times is equal to fail when for example you get back metal res and none of the matterials you used, or when you lose the main high mu matterial you used and you get back matterials with low mu. Especially when you craft items from L bps, every success rate is equal to fail when the matterials are cheap but the price on L bp is very high.
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