Amps

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thlau
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Re: Amps

Post by thlau »

Someone once told me that the precraft window values are always percentages of a point total that is 100 for choice, 110 for excellent and 120 for supreme results. I know that there is some truth in it, but I don't know if the numbers are the exact values.

Examples:

proposed choice result:
a value of 80% will be 80% in resulting stat (80 * 100/100) or (80 * 1.0)

proposed excellent result:
a value of 80% will be 88% in resulting stat (80 * 110/100) or (80 * 1.1)

proposed excellent result:
a value of 80% will be 96% in resulting stat (80 * 110/100) or (80 * 1.1)


And I noticed that sometimes if you add a mat with an exceptional high bonus on an attribute causes a scale down on the other stats.

My 2 dappers...
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borg9
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Re: Amps

Post by borg9 »

Zun+Dazo+Oath is just one of the many combinations. (There is a much better bark for example)

However, Basic <> bad and Supreme <> good in all cases!

People often look at the crafting pre-stats as being 0-100 (all positive modifiers)

The nice little twist in the crafting system is the start point on the 0-100 on the mat line is actually a negative!

Oh and the lines on the mats <> the bars on the pre-craft window (they are effectors on it)

I will let you work out where this point is! No true crafter would open up their book of knowledge and let you read every page, because alot of it comes from instict.

Amps are one of the more tricky items to work out because of the hidden features of the mats. The grip and shaft effect power! (These mats however don't have a visible power stat on them)

I am not an Amp crafter by trade, but crafting has be a passion of mine for a very long time. Where you run with a wolf, in time you will learn how to HOWL!

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Neun

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iphdrunk
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Re: Amps

Post by iphdrunk »

thlau wrote:And I noticed that sometimes if you add a mat with an exceptional high bonus on an attribute causes a scale down on the other stats.
I thought about it a while ago... and I have noticed that effect myself: if a given attribute goes "too high", the whole item stats get a 'scale down', as if that attribute was 'rounded down' to fit the max possible value.

Sooo , all this makes me think :) we should start a workpackage to make sense of the crafting window, give numerical values to all the mats (a simple way to do this is to start crafting an item and then add 1, then 2, then 3 of the same mat, and write down the stats, taking into account the decimals and rounded items) and then, given the list of the mats used, we should be able to know the final stats in advance ;D
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ariwen
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Joined: Thu Sep 23, 2004 7:45 pm

Re: Amps

Post by ariwen »

borg9 wrote:However, Basic <> bad and Supreme <> good in all cases!

People often look at the crafting pre-stats as being 0-100 (all positive modifiers)

The nice little twist in the crafting system is the start point on the 0-100 on the mat line is actually a negative!

Oh and the lines on the mats <> the bars on the pre-craft window (they are effectors on it)

OK. now I am really confused, lol, but at the same time, I think I understand a little of what you are saying.

All this good information, and my poor blonde brain is overlaoded, LOL (j/k)
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larwood
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Re: Amps

Post by larwood »

borg9 wrote:Amps are one of the more tricky items to work out because of the hidden features of the mats. The grip and shaft effect power! (These mats however don't have a visible power stat on them)

Neun, my friend.... I will not dive into your crafting book of recipies..... but can you answer this question....

You say that shaft and grip effect power... so, i dont have much sup zun to experiment with :) ... if i use choice ambers and experiment with different shafts and grip of all grades/types.... will I be able to tell which ones affect power and such, or do i need to be using sup ambers to see any difference? and can i experiment usinga the baic amp, so i dont use as many mats? or does the MQ and HQ completely change the results?
Thom / Tommy
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dc77066
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Re: Amps

Post by dc77066 »

ariwen wrote:OK. now I am really confused, lol, but at the same time, I think I understand a little of what you are saying.

All this good information, and my poor blonde brain is overlaoded, LOL (j/k)
LOL, many of brain has been damaged by trying to figure out the crafting system. BM started on this path attempting to present a preview crafting page that would let you see the "stats" before you made the item.

Don't see it on the site, do you? 'Cause its hard!! Not to say it can't be done. There is some logic in that code!! The biggest hinderence is the "hidden attributes" of mats. Mats without a certain stat(s) effecting that stat(s). I'm glad its not as simple as supreme mat+supreme mat=supreme stat.

I'd think the "best" amps would be trickiest since "best" heal amp, "best" em amp and "best" all-around amp should be different.

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petej
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Re: Amps

Post by petej »

Different results for choice and grade of plan , but you dont have to make the item just look at the craft window for different combos until you find a good one
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sprite
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Re: Amps

Post by sprite »

larwood wrote:Neun, my friend.... I will not dive into your crafting book of recipies..... but can you answer this question....

You say that shaft and grip effect power... so, i dont have much sup zun to experiment with :) ... if i use choice ambers and experiment with different shafts and grip of all grades/types.... will I be able to tell which ones affect power and such, or do i need to be using sup ambers to see any difference? and can i experiment usinga the baic amp, so i dont use as many mats? or does the MQ and HQ completely change the results?
Afaik medQ and highQ don't change the results noticably from normalQ *as long as* you have the same mix ;) (though I could well be wrong; I normally just try stuff with the highQ plans)

However, using basic/fine/choice/exc/supr interchangeably would be a bad idea, because its that very mix that gives the "boosts" to the amps stats :p

Example:

Fine Shaft, Basic Grip, Supreme Amber
will give a *very* different stats to
Supreme Shaft, Supreme Grip, Supreme Amber...
Most likely with the former being better ;)
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larwood
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Re: Amps

Post by larwood »

but but but.... from what I've gathered the preview can be drastically different from the final result... depending on the mat mix.... so even tho the preview looks good, the successful craft can be worse.

What I'm wondering is... does choice Zun produce the same results that Sup Zun does... but scaled down?

So... *this is not a viable recipie* if i use basic beckers, and fine dzao... with choice zun i get a mediocre amp... now say I use that same mix, but insead of choice zun, i swap in Sup zun.... will the latter amp be a scaled UP version of the first one? (all the stats stay in the same relation to each other) or will using a differnt grade amber toss everying into the pot, and it will come out with no logical pattern?
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sprite
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Re: Amps

Post by sprite »

It will be better with Supr, but its hard to explain exactly the answer you're looking for.

Basically, the amber you use defines how "good" the amp is. Using (a majority of) Supreme amber in an amp will give you a better amp than if you use (a majority of) Choice Amber for example. The amp stats are the ones that have the greatest affect.

What gives amp crafting its little nuances, is that the shaft and grip can give the magic stats a "boost", so instead of (eg) 80% stats, it could go up to 90% stats :)

In other words, you can boost a "choice ambers" amp to better than it would normally be by using different shafts/grips, just the same way as you can boost a "supreme ambers" amp to be "the best" it can be. You just have to use different shaft/grip to do it ;)
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