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Crafting stars math: getting to 5/5

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Items and Crafting
I've been doing some basic experimenting on how crafting stars work, and wanted to put what I had out for more detailed investigation and/or dev explanation.

Background:

When you use a crafting table in Research mode, you can drag appropriate items from your inventory into the research window to deconstruct them. You can get crafting skill-ups, ordinary material components of various rarities, and/or special components known variously as Insight (Arms), Profundity (Mysticism), or Epiphany (Science). There is one grade for each crafting level in each major crafting profession. We don't currently have a good generic name for these; it would be helpful if the Devs would let us know what they're called internally.

These special components (or, if you prefer, currency) are the only way to purchase a significant number of blueprints; currently all conversions, all power replacers, some mid- and high-level consumables, and some high-level items in most other categories require these as all or part of the blueprint purchase price. AFAIK, they are not required to build any items, merely to acquire the blueprints.

As these are Bound items, currently the only known way to get these these is to deconstruct items of your crafting profession at a crafting table of your profession. Each experiment you run (single press of the Experiment button) is given an overall rating, from 0 to 5 out of 5 (displayed as 0/5, 1/5, ... 5/5); this is displayed both numerically and as a bar graph at the bottom of the table window.

This overall rating controls the likelihood of getting special components and which level, how much your skill can increase, and possibly other things. As has been confirmed by the devs elsewhere, to have the best chance of a special component drop of your level, you need to be running 5/5 experiments (fill the bar graph). At higher levels, if you want to get lower level special components, your best chance is from doing experiments at one star grade level below 5/5 for each level below your current the desired special components are.

Observations:

Each item you can deconstruct has a hidden numerical value. This value is approximated by a number of stars, from 0 to 5, which can only be seen when the item is in the research window. If you watch the bar graph at the bottom of the window carefully, however, it can be seen that not all items of the same star value move the bar graph the same amount. It also becomes clear that the stars are not representations of linear quantities; a 3-star is more valuable than three 1-stars. I'm going to refer to the semi-hidden detailed value as "points" for now; if the devs want to let us know what they're actually called to aid communication, that would be helpful.

I took some time to run a number of experiments with different combinations of items I had in my inventory. Note that because the stars themselves are approximations, rounding boundary conditions are not sufficiently constrained.

1+1 = 2/5
1+1+1 = 2/5
1+1+1+1 = 3/5
2+1 = 2/5
2+1+1 = 3/5
2+2+1+1 = 3/5
2+2+1+1+0 = 3/5
2+2+1+1+1 = 4/5
2+2+1+1+1+0 = 4/5
2+2 = 3/5
2+2+2 = 3/5
2+2+2+2 = 4/5
2+2+2+1 = 4/5
2+2+2+1+0 = 4/5
2+2+2+2+1 = 4/5
2+2+2+2+1+1 = 4/5
2+2+2+2+1+1+1 = 4/5
2+2+2+2+1+1+1+1 = 5/5

The simplest explanation for the above is that each star (whether as an input on an item or in the output quality of the experiment) is worth / costs about twice what the previous one was. It is not clear from my data whether 0 star items are truly worth 0, or just a very small amount. Note that these values may be relative to your current crafting and/or character level; good items from lower levels may be worth less.

For the mathematically inclined, we'll refer to the star value as S and the point value as P. Depending on exactly how their system works, for S>=1, either P = 2^(S-1) or P = 2^S. Correspondingly, either S = Log2(P) or S = Log2(P)+1. (Realistically, it's probably a look-up table or case statement.) It's entirely possible that the geometric basis is shifted even further; 5/5 might be 255, for instance, with others shifted appropriately.

To approximate all this in your head, it's easiest to use the S = Log2(P) + 1 version, which means the following values:

Stars..Points
==========
0............0
1............1
2............2
3............4
4............8
5...........16

Add up the point value of all the items, and compare it to the above. If it falls in between two values, it's not yet clear how rounding works; either more experimentation or a Dev explanation will be needed. From limited data, it seems to be doing a round-nearest, but whether on the linear or the geometric scale and with what rounding arrangement is not clear. In practical terms, if you're going for 5/5, it appears that 11 points is probably not enough, 13 points should be solid, and anything in between depends on fine details we can't predict yet.

Further experimentation along these lines would be a good idea, and some Dev insight into how close this comes to what's actually going on would be very helpful. The closer we can come to describing what's really happening, the easier it will be going forward to submit explicit bug reports, and comment intelligently on any crafting changes or developments.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Part of the problem seems to be that the values actually include fractions or decimals, but only display the whole number. I know I've seen 3 0 star items give me a 1/5, and at the same tier, 4 0 star items give me 1/5(note: 3 did not, but I did not try every combination of 3)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    At one point I was using 30 0 star items to get to 5 stars, until I hit 300 skill, then it took the same 30 0 star items to get to 1 star. When this was the case it did not seem that the numbers were increasing exponentially, but that it was taking the same number to get through each rank.

    It is actually possible to get a greater return than you put into for some items. Many customizable crafting items will cost 1 or 2 dust to make, but their return is listed as 4 dust and 8 crystals. If you do 1-3 stars you will receive the complete cost back to make them. If you go to 4 or 5 stars you can actually earn back more materials researching them than it costs to make them. Getting back both dust and crystals.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Halaster wrote:
    Many customizable crafting items will cost 1 or 2 dust to make, but their return is listed as 4 dust and 8 crystals. If you do 1-3 stars you will receive the complete cost back to make them. If you go to 4 or 5 stars you can actually earn back more materials researching them than it costs to make them. Getting back both dust and crystals.
    I noticed this the other day with Wand of Damnation. I bugged it though, since I can't imagine a perpetual crafting/disenchanting loop to be an intended result.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I made a 5/5 tonight out of 5 1 star items(I screenshotted it after the fact, didn't think to do it while it is up, but I have the item names and the fact that it was a major success). I've also had cases where 4 0 cost items gave me 1, and cases where 3 gave me 1, and cases where 6+ gave me 1... I think that these are actually fractional numbers and the game is rounding them off for the display, maybe...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    If only there was an infinite crafting loop for rare materials, best you can do there is break even. I'm also going to go ahead and agree with the fraction sentiment, i know I have seen 0 star items give different values.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Ok, just tested a break down with 0s and 1s, and got the following. Note that putting them in in different orders did NOT change the outcome at the end, and removing a 0 from the beginning and adding it at the end, or removing 2 and adding them both at the end, all appeared to give exactly the sam results.

    the items in question were:
    Colossal Artillery
    Accelerated Overpower.
    Reinforced Heart
    Accelerated Radiant Explosive
    Reinforced manus
    Colossal tympanic membrane
    Fulminating radiant stampede

    0 star item - 0 stars
    0+0 - 1 star
    0+0+0 - 2 stars
    0+0+0+1 - 3 stars
    0+0+0+1+1 - 4 stars
    0+0+0+1+1+1 - 4 stars
    0+0+0+1+1+1+0 - 5 stars.

    I have the screen shots from it, if you need to see for any further details. Took screenshots as I added each component.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I can also confirm that order has no bearing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Personally I go off how much the item is worth in what I create and how I put them together to research. Right now at 300 (waiting on 31 and getting all the Insight recipes), a couple 48 silver items gets me to 5/5. I don't know how many stars each is, but these items are really cheap to make (haven't looked for anything cheaper, I mean these are pretty rock bottom) so have been spamming them for books. I'll have to check out this star thing.
    Have to look into the items you can change the stats on though. Didn't notice anything when I was making them before.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    There is a bar on the research screen showing you EXACTLY how much value the items you have selected sum up to, including fractions (so long as it's less than a full 5/5 bar that is).

    You can trivially see that not all x star items are created equal, without needing to actually break anything down.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    GryMor wrote:
    There is a bar on the research screen showing you EXACTLY how much value the items you have selected sum up to, including fractions (so long as it's less than a full 5/5 bar that is).

    You can trivially see that not all x star items are created equal, without needing to actually break anything down.

    It doesn't give you exact amounts though, and it doesn't appear to give you exactly the same percentage depending on where you put it in line, though the total always appears to add up to the same amount...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    From 120ish (when I started paying attention) through 330ish it seems like it's based solely on sell value. Depending on current skill level it seems to take X amount of sell value to get each star number. The yellow bar at the bottom fills up proportional to sell value, and at each tick mark in the line (each one roughly double the one before) the total is worth another star.

    5/5 seemed to be about 10 silver resources from 101-200, 80 silver resources from 201-300, then at 301 it suddenly skyrocketed to about 4 gold resources.

    YMMV but this has seemed consistent for me in testing so far.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    from what I can tell the level of the item is extremely important. So it may well be the most efficient to use items of your skill level/10 or higher. Similar to what RedAsphalt says - it may well be value based as well, though I find white items to be really low effect compared to coloured ones (so maybe it was based on the old value where white was worth next to nothing).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Personally I go off how much the item is worth in what I create and how I put them together to research. Right now at 300 (waiting on 31 and getting all the Insight recipes), a couple 48 silver items gets me to 5/5. I don't know how many stars each is, but these items are really cheap to make (haven't looked for anything cheaper, I mean these are pretty rock bottom) so have been spamming them for books. I'll have to check out this star thing.
    Have to look into the items you can change the stats on though. Didn't notice anything when I was making them before.

    Which items are you using for which craft? I noticed a couple times that there were items that I made and could research them and get good stuff but that was during beta.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    So what scientific items should I learn to develop (so I can then deconstruct) at around skill level 320? I'm looking to make items that I can use purely for deconstruction. I'm tired of wasting items that would sell for big G in the game for research that only yields 2-3 stars at most (I'm talking items worth over 1.5 G even). Thanks!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Correct me if I'm wrong please, but if your goal is to increase your skill level, you're better off deconstructing one at a time? I deconstructed about 8 items (200 range) and got 2 skill points for 4/5. But aren't you assured of one skill number no matter what? (Thus I could have gotten 8 instead of 2)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Oops. Guess I was wrong. I thought I read somewhere that you'll always get at least 1 skill increase. But just tried it and it isn't true.
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