EP 1: 00.02 per click
Ep 2: 00.20 per click
EP 3: 02.00 per click
EP 4: 20.00 per click
uses nanocubes, apart from the blueprint, no further markup (cheapest)
- gives explosives as a result
+ residue
& maybe BPs
& maybe GEMS, Garnet, Opal, Emerald, Ruby, Diamond
4 types of 4 levels
tech , explosives, and tools, and one more i think
Recycles 1: 050 PED per click
Recycles 2: 100 PED per click
Recycles 3: 150 PED per click
Recycles 4: 200 PED per click
uses acquired materials,
gizmos , explosives, and animal oils, or basic metals or enMatters
BPs are limited and both mats and BP has markup (very expensive)
- gives shrapnel as a result (convertible to universal ammo)
+ residue
& maybe BPs
& maybe GEMS, Garnet, Opal, Emerald, Ruby, Diamond
*BPs are expensive because of rarity, greedy people wanting to profit, and the idea that one hit could land you potentially a billionaire.. (not) ,
9900x seems to still apply yet no one has beaten it yet
imagine 9900x * 200 ped cost
all calculations are based on base TT value, markups are considered lost.
potential possible HOF base on simple formula is:
Cost of Base Mats * Condition Bar * random multiplier = potential HOF
Condition Bar works like a percentage, with an average of 95% to 105% success return on full qty
Imagine the Condition bar like a slider between 1% to 100 % of a theoretical max possible multiplier of 9900
i forgot where i got the 9900, from think it was was some auction fee calculation, however, so far nothing went over the 9900 multiplier
on full qty of almost any craft, the success average is around 1x the base cost
on full condition of almost any craft, the success average is around 5x to 10x the base cost
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start of unproven theory
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i theorized that, during a fail, it is possible that the pre-roll before the near-success determines if you get a fail or a pass,
if fail, it fails, but if pass, it proceeds to near success re-roll,
on near success, its always below a certain average value, otherwise it would have been a success,
which leads me to theorize that, a random generator applies a value to the crafting,
if the value falls below a threshold, its a near success, if it passes a threshold, it becomes a success,
when it passes a success, a third random generator applies the multiplier,
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end of unproven theory
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e.g:
qty ep4 gives around 20 ped +-
condition ep4 gives around 160 ped +-, lowest is 140 ped+- , highest average is 190 ped +-
anything beyond is where the "rare" multiplier kicks in
this rare multiplier is up to 9900
but on full qty the theoretical max is about 10 % of 9900 = 990 * 20 = 19,800 ped
on full condition the theoretical max is about 100% of 9900 = 198,000 ped
skill is gain when success or near success, skill value amount gained is proportionally diminishing
as your skill gets higher, you get lesser,
bonus skill proc is random,
skill gain is random i think, or probably based on a number of fails,
if you use a lvl 100 gun at low skill and low level, and when you make a successful hit with a successful skill increase, your skill gains appears to be higher then normal, (but i call this normal) , skill gain values diminishes as your skill levels increases,
with SIB, during SIB period, your skills gain values are double, but after you maxed, your skill gain values drops lower than if you had use a lvl 100 gun,
i assume the effect is similar in construction, if your not maxed on the BPs, you get more skills, but once you maxed, your skill gain values drops,
overall you will see a constant diminishing effect, that is because you get more and more skills, it is proportional to what you have already achieved,
the only way to see that you get more skills value, is if you sold your skills,
you can boost the value gained by using pills,
max condition also gives you more of the final product, when you are successful, but this applies only to material based or stack-able products, not single item or equip-able items, those you only ever get 1,
it is also assumed that whatever you get during a condition is also proportionally increased accordingly,
eg:
- more clicks on found BPs
- more of gems
- more of resulting stacks