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Crafting mechanisms?

Posted: Tue Aug 01, 2006 1:41 am
by ramuller
Hi, another SWG refugee here.

I am starting to look at the crafting system and am getting very confused about how mat characteristics affect product stats. There seem to be three or four types of characteristics that affect what is crafted:
  • Mat quality (basic, fine, etc): does this affect the characteristics of the product or just it's name?
  • Mat level: I think I understand that the lowest mat level places a ceiling on the level of the product.
  • Mat colors: what little I have seen of them has me totally confused -- it seems that mats have colors and some or all of the mats in a piece of armor affect its color, but darned if I really know what I just said.
  • Mat stats: each mat type has a set of stats (e.g., Durability, Lightness, Dodge Mod, DMG, etc.), which can have values between 0 and 5 (is this even right?). Some how the combination of these stats from the various mats affects the final stats of the item -- how?
I don't know if I am asking people to disclose the arcane knowledge of the ages; however, after searching in various ways, I haven't found this talked about.

Re: Crafting mechanisms?

Posted: Tue Aug 01, 2006 3:02 am
by tylarth
numerical quality is the'lvl' of the item and effects the lvl variable of the item (damage for weapons, max spll lvl for amps, absorbtion max values on armour, jewel max protections)

the lowest qual mat determine the items max qual on a craft (alos reduces the stat boost by same %)

an items colour is determined by the greatest colour in all the mats used, eg if there are more green mats than others it'll be green, if equal, certain colours dominate over others

All the materials will contribute to an items end stats, the precraft is a % scale of the various strengths of a material combination. when crafted those values get translated into an items stats, each type of item has upper and lower thresholds (eg Light armor protection is 5%-25% or a one hand weapon speed is 13-39hpm), some of which are quality based too (see above)

Re: Crafting mechanisms?

Posted: Tue Aug 01, 2006 7:13 am
by jamela
Welcome to Atys, ramuller :)

Material grade (Basic, Fine, etc.) is very important, but not the answer to creating all of the very best items, believe me :) . Compare the attributes bars on Basic, Fine and Choice versions of the same material and you'll see just how much influence the grade has.

Re: Crafting mechanisms?

Posted: Thu Aug 03, 2006 11:51 am
by kayak
welcome to our rootball.
crafting is a very complex art but here are a few pointers and i hope not too many spoilers
ramuller wrote: Mat quality (basic, fine, etc): does this affect the characteristics of the product or just it's name?
each material comes in 5 grades. basic fine choice excellent and supreme. each grade has one high stat and 2 low stats and the rest in between. if you were to take an average of all the stats basic mats would be very low and supreme mats woudl be very high. the name of the final product depens on the majority of mats used
ramuller wrote: [*]Mat level: I think I understand that the lowest mat level places a ceiling on the level of the product.
there are 2 limiting factors on the quality of the item. your crafting level and the quality of the lowest mat used the lowest one is what the final item will be (assuming no degrades). there are 2 classes of stats on the final product. quality dependant and quality independant.
dependant stats include damage on wepons and max vs stats on armour
independant includes most else eg speed of wepons and protection factor.
depending on the materials used you may or may not hit the maximum
ramuller wrote:Mat colors: what little I have seen of them has me totally confused -- it seems that mats have colors and some or all of the mats in a piece of armor affect its color, but darned if I really know what I just said.
it is only armour that has differnt colours. there are 8 (4 common 2 racial and 2 prime roots) the colour of the final prodect depends on the primary colour of the mats used.
ramuller wrote:[*]Mat stats: each mat type has a set of stats (e.g., Durability, Lightness, Dodge Mod, DMG, etc.), which can have values between 0 and 5 (is this even right?). Some how the combination of these stats from the various mats affects the final stats of the item -- how?
this is where it gets complicated. there are 3 stages to the crafting stats process
1. all the mats are put into the window and the stats for the diff things are added together. lets say you add 5 bits of excellent oath bark to a wepon that requires 20 mats overall.. damage is maximum on oath bark so in the final product the bark adds 25% adding other mats will add the stats up in a similar way

(spoiler alert) 2. a funky and mysterious bit of maths that no one is totally sure about boosts the higher stats by an ammount. the ammount all the stats are boost by is proportional to the average stat and the amount that each stat is boosted by proportinal to the deviation from the average. say for example you wanted to make a wepon that had maximum damage and maximum speed. this woudl not be possible unless the stats were boosted in some way or if all the mats used had maximum speed and damage stats (which no mat has) the trick is to get speed and damage as high as possible while keeping the rest of the stats as close to the average as posible. hence using fine and basic mats in recipies helps to balance out the stats

3. when you hit the craft button the post crafted stats are changed in the following way:

post craft = (precraft x 0.8) +20 this is why in jamela's example light armour has a protection factor of 5%-25%. the maximum is 25% protection so if precraft you have 100% then you will hit maximum. however if you had 0% you would get: 0x0.8 +20 so 20% of 25% is 5%. mind boggling i know :D

Re: Crafting mechanisms?

Posted: Thu Aug 03, 2006 12:14 pm
by xeraphim
uhmmmm..
What sash said.. :D

Re: Crafting mechanisms?

Posted: Fri Aug 04, 2006 12:13 am
by nillian
kayak wrote:...crafting is a very complex art...etc
Awesome post my good friend :)

Re: Crafting mechanisms?

Posted: Fri Aug 04, 2006 12:59 am
by ramuller
Thank you all, it is starting to make a little more sense. I decided to experiment a bit with jewelry since there are only 2 ingredients to complicate things.

Has anyone compiled a set set of property ranges for each item showing which are level related as well as stat related? For instance, I assume that the armor protection percentage is just stat based and that the max vs ??? is both stat and level based.

Re: Crafting mechanisms?

Posted: Fri Aug 04, 2006 6:37 am
by kayak
ramuller wrote:Thank you all, it is starting to make a little more sense. I decided to experiment a bit with jewelry since there are only 2 ingredients to complicate things.

Has anyone compiled a set set of property ranges for each item showing which are level related as well as stat related? For instance, I assume that the armor protection percentage is just stat based and that the max vs ??? is both stat and level based.

well now there is a project and a half :D anyone from BM interested in teaming up and giving it a shot?

Re: Crafting mechanisms?

Posted: Fri Aug 04, 2006 2:13 pm
by killgore
I understand another guild has undertaken this project. I can't remember who atm.-Kilgoretrout

Re: Crafting mechanisms?

Posted: Fri Aug 04, 2006 4:56 pm
by ophiucus
This seems a good thread to ask a noobish craft-related question. Is it possible to get certain numbers up on certain items? For example, I was thinking of boosting my dodge a bit and gathered together appropriate materials for a dagger. I could dregde the dodge bar up to 75/100 on the pre-creation screen, with quality 20. Still, the dodge modifier on the final product is a nice, round zero. So, is it even possible to make a dagger with positive dodge modifier, or can I only offset negative modifers some items (like a two-handed sword) have as default?