Crafting formulas

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aylwyne
Posts: 575
Joined: Fri Sep 24, 2004 10:27 pm

Crafting formulas

Post by aylwyne »

Hi all,

I posted this to the N.A. forums but thought I'd post it here too in case anyone wanted to help.

In addition to basic resource lists, I'm wanting to add a crafting section to my website (http://www.ballisticmystix.com). This interface would allow you to pick what you're crafting, select the materials you want to use, and see the stats on the final item.

To accomplish this, I need to figure out the correlation between the material stats (the little bars in the mat info window) and the crafting preview bars (the little red bars for each stat at the bottom of the crafting window).

I'm hoping to find someone out there who likes a puzzle and a challenge. So far, I'm unable to come up with a formula that will predict the values of these bars based on the material stats. You'd think it would be a simple average where if the average of the mats for "durability" was 50%, the preview bar for durability would be 50/100. Unfortunately, this doesn't seem to be the case.

If anyone out there is good at finding patterns in numbers and wants to take a stab at figuring out a formula, I'd love the help. Just let me know and I'll give you a spreadsheet with what I've found so far.

Also, I plan on sharing any formulas I figure out so anyone who wants to use them for their own website or tool can do so.

For a little preview of what it might be like, look at http://www.ballisticmystix.com/craftItem.jsp. This isn't functional, just a prototype of what some of the elements of the interface might look like.
Oshido - Tryker
Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
High officer of Ballistic Mystix
Maps / Encyclopedia / MOBs / Crafting Resources / Atystrology / Armor Gallery
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borg9
Posts: 1976
Joined: Tue Sep 28, 2004 11:47 am

Re: Crafting formulas

Post by borg9 »

Nice Site ... Very pretty :D

If my poor memory serves me well it goes something like this

Hvy Vest Armour 26 mats

Shell 9
Lining 8
Stuffing 7
Clip 2

therefore:

1 shell = 9/26 of the overall for the armour.

if the Pierce protection on 1 shell mat = 100% then .345% of the Max Value for that ql of item will be added.

So lets say for a ql10 the max pierce protection is 20 HP absorbed (each ql has a different value for each property).

.345% * 20 = 1.4 HP rounded to 1 HP

If every mat you added had 100% pierce protection then you end result would be 20HPs

Now ... it gets much more complex (some values are not visible on the end product) and not every mat has all the properties.

So a made up example ....

Magic amps - the focus is the only part that effect the spells....

therefore each of the 10 focus mats (amber) has a 10% effect on the end product instead of a 5% (20 mats need).

I am sure that there is even more complexity in it than just what I have listed above. But the above is what I am finding in most of the more visible properties :D

Its a start anyway.

Crafting is very simple - place mat + push button.

Make good items is much more complex! The fun is in the mix.
Relocated to www.unnatural-selection.org
Neun

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ozric
Posts: 538
Joined: Tue Sep 21, 2004 2:26 am

Re: Crafting formulas

Post by ozric »

borg9 wrote:
Magic amps - the focus is the only part that effect the spells....

therefore each of the 10 focus mats (amber) has a 10% effect on the end product instead of a 5% (20 mats need).
This isnt true. Strangely enough, the grip and shaft mats used also have an effect on the magic stats of the glove.
cryss
Posts: 167
Joined: Tue Sep 21, 2004 2:26 am

Re: Crafting formulas

Post by cryss »

The formulas proposed above seem not to work when applied on ammo. I get the whole Damage already when using only one stack of oil for launcher ammo. There is no correlation between the stats of the second stack and the real Damage.
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aylwyne
Posts: 575
Joined: Fri Sep 24, 2004 10:27 pm

Re: Crafting formulas

Post by aylwyne »

At first, I figured the final stats on an item were simply an average of the mats used, however, that doesn't seem to be the case at all.

Let me use something simple like an earring that has 2 stats, durability and lightness. First, let's say I used the following 2 materials (all values are %):

MatA: Durability=50, Lightness=10
MatB: Durability=90, Lightness=30

The average of the materials in the earring would be:

Expected Values: Durability=70, Lightness=20

The average of these 2 final stat values is (70+20)/2=45. Any stat higher than this average seems to get some added to it and each stat below the average has something subtracted. So the little red preview bars in the crafting window might read something like:

Actual Values: Durability=82, Lightness=8

One thing I've noticed is that the sum of the preview bars at the bottom of the crafting window always equals the sum of the average stats of the materials. So averaging the stats gives you some number of "points" to be allocated to those bars but the allocation is skewed to favor the higher stats.

I did 224 combinations of mats for a Tryker Rifle along with a few samplings of Magic Amps, Heavy Armor, and Jewelry and this pattern seems to work out every single time. The only question is, what controls the amount of skew between the material averages and the preview bars. I haven't been able to figure this out yet.

If I plot the expected values vs. the actual values for a single rifle, the relationship is always linear. The slope seems to differ from one combination of mats to the next and I haven't found any correlation yet.

If interested, my spreadsheet of rifle data can be found at http://www.ballisticmystix.com/test/rifle.xls
Oshido - Tryker
Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
High officer of Ballistic Mystix
Maps / Encyclopedia / MOBs / Crafting Resources / Atystrology / Armor Gallery
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wayas
Posts: 154
Joined: Wed Sep 29, 2004 6:51 pm

Re: Crafting formulas

Post by wayas »

great site, bookmarked it ^^
Name: Waya | Race: Zorai | Location: Arispotle (Sweden)
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