mboeing wrote:I assume it has something to do with the number of mats. Items with even mat numbers seem to degrade far more often then items with uneven mat numbers. Or is that just coincidence.
Lets assume that the random number Psylo mentioned had to come from somewhere that keep in account the things that have influence on a success. So far the only one I know that actually has notible effect on degrades is the armor you wear, heavy, light, none at all.
Now I am curious about the other factors, what comes into play when crafting?
[entering hypothetical mode]
Possible factors that are seen by longtime crafters:
- the amount of mats
- The life of your tool
Possible factors that *could* have influence on the process:
- amount of focus
- max amount of focus
- where do the mats come from (bag or packer)
- quality of mats (basic etc)
- type of mats (lake, desert, etc)
- the total amount of mats available for the crafter
- the result of the color the item will get
- The crafters lvl.
Some of these are check, others or all are calculation factors (as a random number has to come from somewhere), some are both (lets assume all are).
Checks
- the amount of mats is correct (not moved anything away while the window was open)
- where do the mats come from (bag or packer) (not moved anything away while the window was open, not moved away from stables)
- The life of your tool (more then 0)
- amount of focus (got enough for the crafting?)
- the result of the color the item will get (the color will use different qualities, especially when crafting non red/blue/black/white)
Calculation factor
- max amount of focus
- quality of mats (basic etc)
- type of mats (lake, desert, etc)
- the total amount of mats available for the crafter
So when I would make a random number from this and I had to take at least som of these in account (armor, life of tool) I would use two things:
1. A true random number generator
2. A caculationfactor that goes up or down depending on some other (seemingly) non related number.
Lets say that I have success rate of 50%. My random number generator gives me 50. Should be a success. Now I need a 1 as a caculationfactor to actually get a success.
Things that cause the number to rise or fall are seen already:
- armor
- tool life
(hmmm, this is getting somewhere)
Things I would use also:
- relative amount of focus available.
- the location of the mats (the further away, the less the success)
- the absolute amount of mats he has (if he has a whole lot)
- the avg lvls in a certain tree
- the color of the item
- the quality of the mats used (basic get it up, sup gets it down)
The thing that interests me most, actually, is what the % consists of? What is a sucess? What is a fail?
I think from looking at the screen that a successfactor is the number of times I click "craft item" before I get a perfect item. Point why it worries me is that a 5% perfect chance means that 19 or 20 clicks should get me that perfect item. So 19 minus fails, will get you the number of degrades.
End conclusion from this:
- below a certain number success rate, the randomizing of successes goes monkeypoo.
- Test with everything maxed (toollife, focus, naked)
- Test with mat q (basic, etc)
Heh, just realized that NEL is GPL'ed. It wouldnt surprise me if the process to determine a number like this can be found in the CVS...
[end all modes, shutdown]