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  1. #1

    little crafting guide

    Hey there, here's some knowledge when it comes to crafting:

    figuring out the level to be maxed out on the skill side:
    for SIB-BPs:
    BP level lower than X: (BPlevel-1)*2.5+5 or simply recommendedlevel+5

    BP level higher than X: still under investigation
    level XIII BPs seem to have recommended level 57

    UL BPs: When the BP is maxed out on the skill side, then it should show you 81.4% success rate in the crafting terminal, to get to 95% shown success rate it's necessary to get the QR to 100.
    L BPs: as those are treated as QR 100 BPs, maxed out skill will show 95% success rate.



    for non-SIB-BPs:at qr 1.0: "double what would take to max a SIB blueprint of the same rank - i.e. lvl 10 for I, lvl 15 for II, lvl 20 for III etc.
    at qr 100.0: less than what a SIB blueprint takes, might be half - but not quite sure
    To put it short: non-SIB blueprints can be maxed either by skill or qr but SIB blueprints take both skill and qr." (thanks Haruto)

    Quantity vs. Condition:
    full Quantity: highest near-success/success rate, success rate is roughly 38% in the long run, successes are at or slightly above the value if no multiplier occurs, the tt-return in runs without any multipliers is roughly 81%

    full Condition: high failure rate, success rate is roughly 5% in the long run, seperated build-in multiplier, successes give about 8 times the value of the click-costs if no multipliers occur, near successes are boosted by this multiplier as well

    Every other positions on the slider are somewhere between those 2 things.

    Fails, near success, success & multipliers
    Fail: no loot at all
    near success: ~25%, ~50%, ~90% return of the click-costs (before condition multiplier), return can happen in getting raw materials back or residue
    success: ~100-110% return of the click costs (without any multipliers), multipliers can happen (i.e. times 100 on a 0,5 PED crafting resulting in a 50+ PED global), it is possible to loot BPs, it's possible to loot a UL & a L BP on the same success. It is possible to loot Gems, like Garnet, Opal and so on, if the global/hof is big enough and you get lucky.

    Residue:
    L items are usually filled by using residue when crafting, the residue is determined by ressources used in crafts:
    ore/ingot: metal residue
    enmatter: energy matter residue
    animal oils: animal oil residue
    robot parts: robot component residue
    leather & hides & wools : tailoring remnants
    components: metal residue & energy matter residue

    Looting BPs:
    the range of lootables BPs compared to BP being used/BP wanted: -2 to +3 level
    examples:
    If you craft with a level 2 BP, then you can loot level 1-5 BPs
    If you craft with a level 5 BP, then you can loot level 3-8 BPs
    If you want to loot EP I, which is a level 1 BP, then you need to grind on a level 1-4 BP
    If you want to loot EP IV, which is a level 7 BP, then you need to grind on a level 5-10 BP
    and so on.

    BP being used/wanted:
    the BP loots are tied in the following categories:
    Mechanical, electronical, metal BPs do drop/loot from mechanical, electronical, metal BPs (they are same loot-pool)
    Weapons are same loot-pool, i.e. laser crafts can drop fist, sword BP and so on and vice versa
    tool, furniture, enhancer, tailoring, vehicle, armor, attachment, material have each their own loot-category, i.e. vehicle crafts drop only vehicle BPs, tool crafts do only drop tool BPs

    planet-specific BPs:
    Some blueprints, like the ones from PP, can only be looted when crafting on that specific planet.
    I.e:
    - Hotfoot BPs are Arkadia BPs and can only be looted while crafting on Arkadia.
    - Hoverboard BPs are Rocktropia BPs and can only be looted while crafting on Rocktropia.
    - Pitbull BPs appear to be caly BPs and only able to be looted while crafting on caly.

    "Boosted" BPs
    some BPs in the game have a build-in multiplier in addition to the potential condition-multiplier and multipliers which may occur on success.
    Those build-in multipliers vary from BP to BP. near successes benefit from the build-in multiplier as well.
    examples:
    a times 2 boosted BP that costs 10 PED per click, will give 20-22 PED per success without any other multipliers.
    a times 2 boosted BP that costs 10 PED per click, can produce a ~160000 PED hof on a success when crafting on full condition and getting times 1000 multiplier (10*2*8*1000), note: crafting on full condition is always quite some gamble and times 1000 multipliers are the rarest, so better be sure you can afford to lose a lot of peds before starting such gamble. As you may lose it all due to high failure rate.
    Last edited by Alukat123; 01-20-2019 at 18:30.

  2. #2
    Elite Haruto Rat's Avatar
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    Quote Originally Posted by Alukat123 View Post
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    for non-SIB-BPs: still under investigation (informations about this is appreciated)
    at qr 1.0: double what would take to max a SIB blueprint of the same rank - i.e. lvl 10 for I, lvl 15 for II, lvl 20 for III etc.
    at qr 100.0: less than what a SIB blueprint takes, might be half - but not quite sure

    To put it short: non-SIB blueprints can be maxed either by skill or qr but SIB blueprints take both skill and qr.
    There are many ways to skin a cat but just one way to boil a frog.

  3. #3
    update for the looting BP section in regards to planet specific BPs.

  4. #4
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    Since i've not crafted Limited (L) items yet, i'm wondering.

    Will a succes on those (always) resullt in the item's minimal tt value?

    I do craft some Welding wire and successes there are 12,13 or 14 pec. A small variance, but also a bp with small tt input.

  5. #5
    Old Alpha Atrax's Avatar
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    Quote Originally Posted by Nakor of Boreft View Post
    This quote is hidden because you are ignoring this member. Show Quote
    Since i've not crafted Limited (L) items yet, i'm wondering.

    Will a succes on those (always) resullt in the item's minimal tt value?

    I do craft some Welding wire and successes there are 12,13 or 14 pec. A small variance, but also a bp with small tt input.
    The value of a success will vary across range according to the multiplier and some other weighted factors. You're right the cost per click of the welding wire is not the best place to see this percentage based variance.

    L2 finder amps are something like 8 ped per click I think, haven't clicked it in a while. This means a success is probably going to fall somewhere in the 6 - 10 PED range but could run as low as 4 normally. Aside from blueprint drops this TT should all be in the item.

    If you global 50 - 60 PED you will get an amp with most of the TT value of your global in it. Again, blueprints may still come, but you're not likely to get any residue or other 'junk' while the global amount is under the TT of the full TT item.

    If you hit a larger multiplier you should normally receive 1 full TT item (for non-stackables) and the rest will be in residues, blueprints, possibly returned resources, and if it's large enough you may receive some precious stones.

    I'm not sure if you know this but since it's related I'll add it here. You can consistently guarantee the production of full TT items by allowing the crafting machine to consume an amount of residue equal to the TT required to produce a full TT item.

    This doesn't improve your chance of success, but it does ensure that when you have a success the item is full TT.

    The system discounts the value of any residue used for calculating global or HoF values so you can produce a full TT level 2 amplifier even when the actual "loot" value of the click was 6 - 10 PED.

  6. #6
    @forum admin, can you make this a sticky pls?

  7. #7
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    Quote Originally Posted by Atrax View Post
    This quote is hidden because you are ignoring this member. Show Quote
    The value of a success will vary across range according to the multiplier and some other weighted factors. You're right the cost per click of the welding wire is not the best place to see this percentage based variance.

    L2 finder amps are something like 8 ped per click I think, haven't clicked it in a while. This means a success is probably going to fall somewhere in the 6 - 10 PED range but could run as low as 4 normally. Aside from blueprint drops this TT should all be in the item.

    If you global 50 - 60 PED you will get an amp with most of the TT value of your global in it. Again, blueprints may still come, but you're not likely to get any residue or other 'junk' while the global amount is under the TT of the full TT item.

    If you hit a larger multiplier you should normally receive 1 full TT item (for non-stackables) and the rest will be in residues, blueprints, possibly returned resources, and if it's large enough you may receive some precious stones.

    I'm not sure if you know this but since it's related I'll add it here. You can consistently guarantee the production of full TT items by allowing the crafting machine to consume an amount of residue equal to the TT required to produce a full TT item.

    This doesn't improve your chance of success, but it does ensure that when you have a success the item is full TT.

    The system discounts the value of any residue used for calculating global or HoF values so you can produce a full TT level 2 amplifier even when the actual "loot" value of the click was 6 - 10 PED.
    Thank you!

    I knew residue was used to make full tt items, but I did not know you could also get stones
    You mention a variance of 20% as probable. With 50% being normal.
    Compared to that WW has a very slmall variance of about 1/13th. Has anyone ever compared variances in different crafting results? Not that useful, but i'm just curious if there's a pattern.

  8. #8
    edit in OP: splited the maxed out level for SIB, because level 13 BPs have level 57 as recommended.

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