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#52 Report | Quote[en] 

One formula which can be made fit for every craft by changing the parameters, yes.

Let's say the formula is y = a*x + b

The user enters the following:

Amp / Magic Focus a = 0.8 b = 20 --> 82% preview = 85 final
Jewelry / Protection a = 0.08 b = 0 --> 50% preview = 4 final
Sap Load a = 30 b = 0 --> 20% preview = 600 final (I don't know the exact values atm)

and so on... as you see some things are missing, like Quality for Damage and other stats. The final formula would be larger... I don't know if this approach is possible, just a thought I had to simplify programming.

arc

Last edited by Arcueid (9 years ago)

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#53 Report | Quote[en] 

Stat math can be found in sources

Most (if not all) base formulas are
post = min + (max - min) * pre

Obviously damage gets modified by item quality and weight precraft means how light item will be so formula is bit different.

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Hello!

#54 Report | Quote[en] 

When I am designing my next set of Pvp gear I'll send you what I figure out Arc. But all the important stats are linear to my knowledge, so making 2 of an itme with different classes of generic mats is all the data you need. I think HA vs stat at q250 is post=333+333*pre, and possibly MA vs is same but at 222 base... been a while though

#55 Report | Quote[en] 

Karu
Stat math can be found in sources ...

Thank you very much! The code is not pretty, but I will try to learn from it.

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#56 Report | Quote[en] 

Placio
But all the important stats are linear to my knowledge, so making 2 of an itme with different classes of generic mats is all the data you need.

By coincidence, I planed this for some time and I did it last week.

I used Generic Basic mats (pre-craft 20) and Generic Choice mats (pre-craft 50).
blue cells are freshly harvested in-game data,
dark blue cells are in-game values with decimals added (because decimals are mostly cut off on the in-game values),
the other values are calculated from the blue values

And I finished the rite "Fyros Story 2" that gives me a permanent durability bonus on crafted items,
I think the durability added is 20% of the base durability (at pre-craft 0), no matter what the actual pre-craft value for durability is (but I'm still investigating).

All without any warranty, but I hope you will find it as useful as I do

https://docs.google.com/spreadsheets/d/1DuLskZT2tGVPRW1zrOSFFLfpA jG5xpx0lL54YwPbgQc/edit?usp=sharing

#57 Report | Quote[en] 

Yunbina .... Have you found any variation from the above formulas (Post #49) ?

Last edited by Fyrosfreddy (8 years ago)

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#58 Report | Quote[en] 

Fyrosfreddy
Yunbina .... Have you found any variation from the above formulas (Post #49) ?

I didn't compare everything, I marked some very diffrent or strange values in orange, but the forumulas for weapons are all the same.
And some of the values have multiple possible results, depending on rounding.
Question answered?

#59 Report | Quote[en] 

I tested the numbers in red and confirmed what was there or fixed it where I found discrepancies. Though as this will be part of Bunny Tools, and don't want to be updating two threads, you will find all updates there.

Bunny Tools - Crafting Ranges (Weapons)

Last edited by Fyrosfreddy (8 years ago)

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#60 Report | Quote[en] 

Hi Freddy!

I'm sure you'll read my post on the KC thread but just wanted to suggest using the 2h sword formula as the base dmg that the weapon factors modify. I think the BMsite might actually disagree with the results at very low levels, but BM might actually be wrong in that case, still trying to test but its hard to et q1-5 mats :P

#61 Report | Quote[en] 

You can use Yubo parts and / or craft in HA for degrade.

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#62 Report | Quote[en] 

thx Arc, just finished a yubo genocide here in yrk :P
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