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#17 Report | Quote[en] 

In KC Evolver, is there a way to control compactness?

This is a red Amp just for super sap load.

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#18 Report | Quote[en] 

The Evolver tries to reach your goals (conditions) no matter what. Once they are reached (fitness is above 0), it tries to make your recipe cheaper material wise and less complicated by combining similar mats.

For example if the recipe has one prime root choice buo fiber and two forest choice buo fiber it will try and replace them either by prime root or forest as long as the stats aren't changed and the target color is reached (if set).

You can't control this manually, once the goal is reached it starts to compact the recipe - but not before. I suggest to use > conditions like > 90%, this way it can be more flexibe with combining materials.

arc

Last edited by Arcueid (8 years ago)

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#19 Report | Quote[en] 

Thank you.
I was trying to figure out a way to do the least amount of variety, but since it already does that, perfect!

#20 Report | Quote[en] 

A new beta version has been released (20170120), adressing some bugs. Please see the changelog for details and decide, if you want to test or wait for the next feature update.

arc

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#21 Report | Quote[en] 

When selecting items for a recipe, the mat pictures display Q250, no matter what the Q is set in KK. Is that just the image or the mat is Q250?

Presuming the mat is actually the lower quality, dropping the Q250 from the corner of the mat pictures would remove this confusion.

I also noticed that despite entering Q100 in the KC Mat Selector, it still marks the mats significantly higher.

for example Q100, it shows all the way up to Q250, and no Q100 mats in Mat Selector, while "Basic" is clicked.

Same with setting "Plan Option" to Q100.

Edited 2 times | Last edited by Nudge (8 years ago)

#22 Report | Quote[en] 

Hello Nudge!

Even using the quality filter, I believe KC will display the highest quality available for the selected material in the icon. It operates as at least X quality under most circumstances... so far as I understand.

#23 Report | Quote[en] 

When selecting items for a recipe, the mat pictures display Q250, no matter what the Q is set in KK. Is that just the image or the mat is Q250?
The image shows the highest Q available on atys of this mat. The Plan Options Q is used to change postcraft calculations, for example you have a sword plan with Q200 mats and want to see how damage would look for a lower version (Q100 for example) of the weapon.
I also noticed that despite entering Q100 in the KC Mat Selector, it still marks the mats significantly higher.
This Q is the minimum Q a mat must have to be shown. For example you want to craft a Q200 sword, you don't want to see loot, which is below Q200. SO you set this filter to Q200 and all mats are shown which are available at 200 or higher.

Hope this helps,
arc

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#24 Report | Quote[en] 

This is something most can craft.

I use it to get skill points.
Medium Quality Staff

35 - Durability
24 - Lightness
85 - Sap Load
35 - Damage
35 - Speed
24 - Dodge Modifier
25 - Parry Modifier
35 - Adversary Dodge Modifier
25 - Adversary Parry Modifier

Q100, Fine, Purple, Cost 38
36.1% Average, no Boost, 0% Wasted
Medium Quality Staff
Shaft 10x Fine Beckers Bark
Grip 9x Fine Shu Fiber
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Last edited by Nudge (8 years ago)

#25 Report | Quote[en] 

Hello!

It took a bit of adjusting in order to work, because KC is very sensitive to the order of the functions and I did not expect the precraft to be a whole number instead of a decimal, but here is the formula to convert precraft melee weapon speed to server speed.

Speed = 600/(2+floor(600/(<base hpm>+(<hpm range/100>*<precraft>))))



I used those stats, but rounded up slightly on some of the 2h weapons to make base client hpm exactly half the max.

The server speed is the most accurate we have, but maybe some people still want the client speed? idk... maybe another dropdown option for this...

Edited 6 times | Last edited by Placio (8 years ago)

#26 Report | Quote[en] 

Now with damage, FyrosFreddy had the correct formula for 2h sword- I'm sure the other are close enough too. However, I'm going to use the 2h sword formula with the weapon damage factors for the KC post craft stat, it might be the closest we can get to game and only requires changing 1 number at start of formula- I did not put the Floor function, I'm not sure if just the display drops the decimal or if it reduces dmg...

Damage = <Dmg Factor>*(26+<quality>)*(100+<precraft>)/100


Last edited by Placio (8 years ago)

#27 Report | Quote[en] 

Thank you for your work, Placio! I'm looking into these formulas for the next release of KipeeCraft. I'm sure some blank spots are still there, but we can get them filled in slowly with the help of the community!

arc

Edited 3 times | Last edited by Arcueid (8 years ago)

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#28 Report | Quote[en] 

I must say kipee craft is such a helpful tool. I use it and i find that the people who work on it do not get enough praise. I find that they should get some sort of reward. I would if i knew what would be a praiseworthy gift. However, I do not. Therefore, for now i will just give my gratitude to those who preformed and gave their hard work to others. THANK YOU.
Daga

#29 Report | Quote[en] 

Added a very tiny bit to the dmg equation to get it to work below q10 (not that I think many people using KC will care about q10)

Damage = <DmgFactor>*(26+<quality>+sqr(1/sqr(<quality>)) )*(100+<precraft>)/100

#30 Report | Quote[en] 

This looks.... wicked! Just tell me, if you need any additional mathematical function added. I just threw some standard features in there without much strategic planning...

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#31 Report | Quote[en] 

Well if we could use any power that equation would be a bit simplier. However, I don't expect any other stat will use ^4 that I know of...

Damage = <DmgFactor>*(26+<quality>+(1/(<quality>^4)))*(1 00+<precraft>)/100

(or if you really enable the power function it could be:
Damage = <DmgFactor>*(26+<quality>+(<quality>^-4)*(100+ <precraft>)/100
)

Edited 2 times | Last edited by Placio (8 years ago)

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