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The results of crafting 300 powered Alien Artifacts

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  • deusemperordeusemperor Member Posts: 136 Arc User
    edited March 2013
    So most people say crafting doesn't pay.

    Just finished another crafting cycle didn't get anything good :(

    I have crafted 624 consoles and I infuse my own powered arts. Each powered art to make varies from 1 million (when strange arts are at 500k) to 1.4 million. so 624*1.4= 873,600,000 ec.

    Now with all the purples I've gotten since I started keeping track and getting the low amounts based on the exchange right now I've gotten 155 purples. I just finished checking the exchange and choose the minimum of all the purples and multiplied that value times the number of purples I got. fyi purple mk 12 stealth module I say its usally 100k+ and I got 5 of them so that is 500k ec.

    I've gotten 974,690,000 ec from crafting purples alone. Too lazy to add in blues and greens which would add more to that number so it pays for itself, and I have profit.

    I've found with 8 toons you usually get at least 2 purples per cycle on average. So you just hope that they are good usually.
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  • twikitwikitwikitwiki Member Posts: 5 Arc User
    edited March 2013
    My reply to the original posting:

    Your findings are somewhat doubtfull, it does not mention if they were green, blue or purple.

    Without the quality information it cannot be determined if you made a profit or a loss.

    If you did collect quality information please share then we can calculate properly.

    However we could assume that the quality follows the 24, 51, 24 distribution, however knowing it for sure would have been nice.

    So we can perform profit calculations with assumptions.

    However in your original posting there are some obvious consoles missing from the list ! Which could be seen as an obvious attempt to spread bogus information, therefore I will not use your original posting as data, I dare to question it's validness ;):)

    My reply to the other data in page 15:

    Again a poster misses a console which is weird, perhaps it's the same person, posting more bogus information to back himself up.

    My reply to the other data in page 15 below:

    Another poster which uses different kinds of doffs, more confusing information.

    Here is a tip for next time: do sort on eng, sci, tac, but also sort in alphabet in between, makes it easier to input it <- standard format we can agree on, makes it also easier to see if certain consoles are missing, if no consoles produced, do mention zeros.

    I highly doubt all of this data, but it's fun to calculate anyway, see what it gives ;) I take it with a grain of salt though ;)

    Good question: how many different consoles exist ? My spreadsheet is missing one too... probably wasnt on exchange at the time or didnt see/find it... but during your production it should have shown up.

    Thanks for the data guys the calculation was interesting.
  • admgreeradmgreer Member Posts: 0 Arc User
    edited March 2013
    At aprox 400 crafting there were consoles that i never produced, for example a booster modulator and a Phaser Tac console. I also have never seen a XII purple Booster modulator on exchange. and some consoles I received only 2 or 3 of ever. The poster that suggested people that have zero of certain consoles are posting bogus information is in fact a little insulting, I started this thread to bring to attention a troubling trend in results i was seeing in my personal record keeping of my crafting results. For no other reason that to see if other were getting the same results. Your suggestion that the people that have posted their findings are liars is a little trollish
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  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited March 2013
    I've never seen a purple mk 12 booster modulator on the exchange while doing surveys of console prices. I omit it from my data for calculating the EV.

    The funny part is who the heck would want one, especially in light of the unnecessary nerf they received seasons ago.

    This also speaks to one of the OP's point, that the distribution creates ****e consoles too often...
  • rooster75rooster75 Member Posts: 0 Arc User
    edited March 2013
    twikitwiki wrote: »

    My reply to the other data in page 15:

    Again a poster misses a console which is weird, perhaps it's the same person, posting more bogus information to back himself up.

    My reply to the other data in page 15 below:

    Another poster which uses different kinds of doffs, more confusing information.

    Here is a tip for next time: do sort on eng, sci, tac, but also sort in alphabet in between, makes it easier to input it <- standard format we can agree on, makes it also easier to see if certain consoles are missing, if no consoles produced, do mention zeros.

    I highly doubt all of this data, but it's fun to calculate anyway, see what it gives ;) I take it with a grain of salt though ;)

    I'm always glad that I can contribute to collecting data that helps to trace down possible problems in this system just to be called a liar by some random poster for my efforts.

    I also don't know what your problem is and why the quantitative data posted in this thread confuses you so much? I also don't know why anyone would bother making the format different in order to satisfy such an obvious troll.
    I've never seen a purple mk 12 booster modulator on the exchange while doing surveys of console prices. I omit it from my data for calculating the EV.

    I've never seen one either out of the several thousand consoles which I have created over time. I omit it from my data as well.
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited March 2013
    @repetitiveepic: I would be interested in your data have you kept track of all the lows? I would like to get that data then average it and put it into my spreadsheet to get my estimated low-end profits from all consoles. Thx!
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  • omegashinzonomegashinzon Member Posts: 0 Arc User
    edited March 2013
    I've noticed in my entire time doing the children's toys mission that the majority of consoles you get tend to be borderline useless. As shown by OP, the more useless consoles are created more often. I personally find that to be rather annoying, but it's how the game works... I mean after all, there is a reason that mk XII purple consoles are called VERY RARE lol...

    He didn't mention "VERY RARE" as even being part of the results. Unless you are implying phaser relay consoles are somehow VERY RARE while geometry detonators are not??? (actual quality aside)
    [SIGPIC][/SIGPIC]
    If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting. ~thlaylierah
    So realistically, you only need to have the exact number of doffs that you need. ~leadme2kirk
  • omegashinzonomegashinzon Member Posts: 0 Arc User
    edited March 2013
    I found these results interesting enough that I decided to dig into the reward structure of console fabrication. Since these were created under Heretic, I truly didn't know what to expect.

    Here are my findings:

    1) The quality of the reward outcome of the "Fabricate Prototype" assignment is guaranteed to match the quality of the success' display name. In other words, if your results say "Blue Quality" the console you receive cannot be anything other than Blue (Rare) quality, in all circumstances. No rare chance to upgrade to a better type, or anything like that.

    2) Every console available from our random drop tables is represented. Despite the above sample showing zero Phaser Relays (e.g.), they are included in the drop table as a possible result.

    3) All console rewards are equally weighted. This is the part I was unsure would be true, but it is - every item on the reward tables has an absolutely equal chance of being rewarded.

    The only possible explanation I can offer at this point, is that it's just a matter of sample size. There are 42 different Mk XII consoles you can receive from this assignment (16 Eng, 10 Sci, 16 Tac) of each quality (Green, Blue, Purple) resulting in the total number of potential outcomes being 42*3=126. When you run a sample size of 300, with almost half that many possible outcomes, your odds are invariably going to be too small to create an big enough picture of the entirety.

    If that's true, the odds of crafting 300 in quantity of least to most valuable almost perfectly by quantity is astronomical. Better run those numbers again.

    Furthermore: After growing bored at page 8 of the responses, I found only ONE person replying that even implied ever having had any better luck that OP, and that was with a much smaller sample. Kinda like the guy who wins the lottery twice but only bought 3 tickets. If OP was the counter of that "luck", there would not be 6 pages (that I saw) of confirmations that it's not random.
    [SIGPIC][/SIGPIC]
    If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting. ~thlaylierah
    So realistically, you only need to have the exact number of doffs that you need. ~leadme2kirk
  • omegashinzonomegashinzon Member Posts: 0 Arc User
    edited March 2013
    corgatag wrote: »
    Neat idea, but maybe the right change is to buff the scaling of science/engineering skills.
    - What if 90 skill Particle generators made GW3 hit as hard as a Quantum Torpedo TS3?
    - What if a 60 skill difference in (Inertial Dampeners - Graviton generators) made you shrug off tractor beams?
    - What if it wasn't so easy to kill crew? What if the difference between 100% crew and 0% crew was 50% as strong as a permanent HE1?
    - What if a 60 skill difference in (Stealth - Sensors) meant that you could dance around a science ship with Sensor Scan and still not be spotted?

    Are you implying these are facts or as a fantasy scenario?
    [SIGPIC][/SIGPIC]
    If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting. ~thlaylierah
    So realistically, you only need to have the exact number of doffs that you need. ~leadme2kirk
  • omegashinzonomegashinzon Member Posts: 0 Arc User
    edited March 2013
    allocater wrote: »
    For 361 tries out of 42 consoles:
    The highest dropped console should be at 17-19 times.
    The lowest dropped console should be at 1-3 times.

    If a console drops 0 times, it is a sign that something was not correct.
    If a console drops more than 20 times, it is a sign that something was not correct.

    Measures with that, the results from OP look pretty bad. A typical result should look like this:



    edit: So I ran 100,000 simulations of "361 out of 42" and not once did a console drop more than 23 times. A console dropping 24 times, or 25 times, ... or even 27 (!!!) times as with OP, is practically impossible. You would need to run millions of simulation to get one simulation where a console drops 27 times.

    At first I was on the side of "Everything works correctly, the OP result is just a random outcome", but now i am on the side of "Something is wrong with the data or code"

    Your use of correct math to beat hypothetical and incorrect math astonishes and impresses me.
    [SIGPIC][/SIGPIC]
    If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting. ~thlaylierah
    So realistically, you only need to have the exact number of doffs that you need. ~leadme2kirk
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  • gralerongraleron Member Posts: 221 Arc User
    edited March 2013
    Thanks to the statisticians for their work in this thread.

    I have to confess more than a little frustration with console crafting myself. I don't have any extra data to bring to the table, just the anecdote that out of the 30ish times I've run the assignment, I've not made any of the five consoles that I would like to see at any quality level. I know rationally that it's not that unlikely I'd have an all-negative set of results with only 30 tests, but come on--give me a break!
    Vice Admiral Elaron, USS Hard Light
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited April 2013
    Well I forgot to keep you guys updated, but I was waiting till I got 1800 consoles made and right now I"m at 1515 consoles made so maybe a month or so until I get full 1800 results.
  • millimidgetmillimidget Member Posts: 0 Arc User
    edited April 2013
    smazazel wrote: »
    I think what would make some people happy is if some of the less useful consoles were removed from the table. we all know what ones those are.
    Better to specify.
    "Tolerance and apathy are the last virtues of a dying society." - Aristotle
  • royalsovereignroyalsovereign Member Posts: 1,344 Arc User
    edited April 2013
    Every game ends up having discussions like these...

    A) I've tried X 1000 times and only gotten y result 3 times, it's borked!
    B) Dude, your sample is too small. If you do it 100,000 times it'll be good.
    A) and B) argue awhile with others chiming in how their anecdotes prove A) or B) is right/wrong/crazy.
    C) *I've* done (insert OCD-level insane number of reps) and only gotten y __ times. A) is right, something is borked.


    Well, let me toss something out onto the fire.

    Lets say a given RNG needs a sample set of at least 100,000 to approach a truly random distribution. The problem is, to see that even distribution, every result of that RNG needs to be in the data set. Which is just fine if you're feeding it one operation and looking at the results of 100,000 consecutive iterations.

    Unfortunately, in a game, that RNG is working on hundreds of different data sets at any given time.

    I really don't see how you could ever collect enough data to expect truly random results. The game would have to be coded so that each specific function had its own dedicated RNG associated with it to approach any kind of even distribution.
    "You Iconians just hung a vacancy sign on your asses and my foot's looking for a room!"
    --Red Annorax
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited April 2013
    For what it is worth, I did get a very rare Zero Point Quantum Chamber out of maybe 12 -15 attempts, which I see is missing from the OP's list.

    It lends credence that 300 attempts may indeed be too small of a sample size for the number of possible consoles available.

    Good effort on the part of the OP however, thanks for doing this. If the number of consoles possible is 5 instead of 49, 300 probably will be a big enough sample to draw conclusions.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    Every game ends up having discussions like these...

    A) I've tried X 1000 times and only gotten y result 3 times, it's borked!
    B) Dude, your sample is too small. If you do it 100,000 times it'll be good.
    A) and B) argue awhile with others chiming in how their anecdotes prove A) or B) is right/wrong/crazy.
    C) *I've* done (insert OCD-level insane number of reps) and only gotten y __ times. A) is right, something is borked.


    Well, let me toss something out onto the fire.

    Lets say a given RNG needs a sample set of at least 100,000 to approach a truly random distribution. The problem is, to see that even distribution, every result of that RNG needs to be in the data set. Which is just fine if you're feeding it one operation and looking at the results of 100,000 consecutive iterations.

    Unfortunately, in a game, that RNG is working on hundreds of different data sets at any given time.

    I really don't see how you could ever collect enough data to expect truly random results. The game would have to be coded so that each specific function had its own dedicated RNG associated with it to approach any kind of even distribution.

    I have no idea what you are trying to say. In most standard libraries, the pseudorandom number generator is not "fed an operation" and does not "work on a data set". Typically, you call an initialization function to pass the PRNG a seed. Then, you make multiple calls to another function to get pseudorandom values. Sometimes, this function will take a numeric range. Otherwise, the range will be full 32-bit or 64-bit range allowed by the system. How you interpret the value returned is up to you. Usually, the programmer will just mod the returned value by the number of categories. For example, suppose there are 10 categories. The programmer will use the integers 0 to 9 to represent them. If the PRNG returns 12332482, then just compute 12332482 mod 10 = 2 to select a category.

    I should be able to use the same PRNG for multiple uses, even with the same seed. For example, suppose I have need to select one of 3 colors and one of 4 shapes. The code will look something like this:

    seed(s);
    color = rand() mod 3;
    shape = rand() mod 4;

    Unless the library you are using is poorly implemented, this method should produce roughly uniform distributions.
    Waiting for a programmer ...
    qVpg1km.png
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited April 2013
    K I said I would post once I had 1800ish consoles made took a while. I've made a total of 1830 consoles.

    Science consoles: there are 12 consoles out of 42 possible which is 12/42= 28.57%
    Purple Blue Green Total
    Biofunction Modulator 12 17 14 43
    Countermeasure System 9 11 19 39
    Emitter Array 8 22 11 41
    Field Generator 9 18 14 41
    Flow Capacitor 9 21 19 49
    Graviton Generator 15 22 11 48
    Inertial Dampeners 11 22 18 51
    Particle Generator 8 27 13 48
    Power insulator 14 18 16 48
    Sensor Probes 13 18 11 42
    Shield emitter amplifier 8 24 9 41
    Stealth Module 10 22 10 42

    Total sci console: 533 [533/1830=29.12% vs. 12/42= 28.57%]

    Engineering consoles: there are 14 consoles out of 42 possible which is 14/42= 33.33%
    P B G
    Ablative Hull Armor 15 22 8 45
    Diburnium Hull Plating 12 19 17 48
    Electroceramic Hull Plating 14 24 14 52
    Emergency force field 8 15 9 32
    EPS flow regulator 20 19 15 54
    Field Emitter 10 14 13 37
    Injector Assembly 16 22 18 56
    Monotanium Alloy 13 11 15 39
    Neutronium Alloy 17 24 16 57
    Parametallic Hull Plating 6 13 13 32
    Plasma Distribution Manifold 17 22 14 53
    RCS accelerator 11 10 14 35
    SIF generator 15 25 18 58

    Total eng consoles: 641 [641/1830=35.02% vs. 14/42= 33.33%]

    Tactical Consoles: there are 16 consoues out of 42 which is 16/42= 38.09%
    P B G
    Ambiplasma Envelope 11 12 16 39
    Antiproton Mag Regulator 8 20 13 41
    Chroniton Flux Regulator 11 19 9 39
    Directed Energy Distribution Manifold 10 17 8 35
    Disruptor Induction Coil 4 16 10 30
    Phaser Relay 12 13 10 35
    Photon Detonation Assembly 8 16 11 35
    Plasma Infuser 12 20 10 42
    Polaron Phase Modulator 11 17 12 40
    Prefire Chamber 9 17 21 47
    Tetryon Pulse Generator 17 27 21 65
    Transphasic Compressor 11 24 9 44
    Variable Geometry Detonators 5 17 15 37
    Warhead Yield Chamber 12 24 11 47
    Zero Point Quantum Chamber 12 21 9 42

    Total tac consoles: 656 [656/1830=35.84% vs. 16/42= 38.09%]

    Purple: 475 [475/1830=25.95%]
    Blue: 796 [796/1830=43.49%]
    Green: 559 [559/1830=30.54%]
    Total: 1830
    Expenses of infusing own artifacts 1830* 1.4 million: 2,562,000,000 ec
    Estimated profits from purples only: 3,164,760,000
    So that profit doesn't include what I got from blues or greens.

    This is the output of 8 toons making 16-40 consoles a day no days missed. The only thing I can think why mine seems to be more even in consoles made than the original post is that he did it every once in a while instead of consistently. If that ends up being the reason if you get into the crafting business then you want to make consoles daily or almost daily, and it probably helps that I have 8 toons doing it instead of 1 or 2 toons.

    Also everything was spaced nicely but then the forum changed it :(
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2013
    This is the output of 8 toons making 16-40 consoles a day no days missed. The only thing I can think why mine seems to be more even in consoles made than the original post is that he did it every once in a while instead of consistently. If that ends up being the reason if you get into the crafting business then you want to make consoles daily or almost daily, and it probably helps that I have 8 toons doing it instead of 1 or 2 toons.

    I think the most likely explanation is that there was a bug at some point in time that was later fixed. If the OP had collected data over a period of time that included the time the bug was live, then that would be enough to skew his results.
    Waiting for a programmer ...
    qVpg1km.png
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2013
    I'm going to have to do this for the Asylum assignment because there I know the 17% purple doff chance for Earth/Andoria/Vulcan using chain doffs seems to have been screwed up.
  • bootybootsbootyboots Member Posts: 0 Arc User
    edited April 2013
    a dev already posted the drop table on consoles in this thread a while back
    House of Sigma (channel KDFdefera for PvE requiring only KDF teams) List of KDF issues [my in-game handle @bootymcboots] (channel KDF Empire for KDF orientated discussion - still in development/growing)
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited April 2013
    If the majority of consoles are 'useless' then obviously the majority of the ones you make will be too. I don't really bother making anything. Why waste a 1M+ artifact for a high chance to make a console you'll just end up vendoring?

    This chain of missions should only give Mk XI or XII purples. And then even most Mx XI purples would fall under 'useless' category.
    Sometimes I think I play STO just to have something to complain about on the forums.
  • red01999red01999 Member Posts: 0 Arc User
    edited April 2013
    Expenses of infusing own artifacts 1830* 1.4 million: 2,562,000,000 ec
    Estimated profits from purples only: 3,164,760,000
    So that profit doesn't include what I got from blues or greens.

    Do these calculations include the cost of Strange Alien Artifacts, or are you getting those via other means?
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited April 2013
    red01999 wrote: »
    Do these calculations include the cost of Strange Alien Artifacts, or are you getting those via other means?
    Expenses of infusing own artifacts 1830* 1.4 million: 2,562,000,000 ec

    At the of post I've made 1830 powered artifacts. Though the price changed as strange arts went down or up and particle traces going down in price then up I've never seen it more than 1.4 million to purchase strange artifacts and particle traces to infuse them. That means to make 1 powered artifact costs less than 1.4 million. So I just use that has the high expense of 1.4 million per powered artifact. In reality the actual price goes from lowest I've seen of 880k to get 1 artifact at 500k and then 380k for 10 particle traces TO 1.39 million the highest I've paid to get a artifact and power it.

    In reality then I have had expenses less than what stated. But as the price seems to change up and down I decided to put the highest cost. Maybe it only cost me 2.1 billion ec to make 1830, but too lazy to keep that much track of expenses so did the highest number.
    Estimated profits from purples only: 3,164,760,000
    So that profit doesn't include what I got from blues or greens.

    To get estimated profits from purples I watched the exchange and averaged the lowest amount a purple could get and put that for my base line. Example I've seen purple mk 12 sensor probes for 40k ec, but at other times I've seen them for 480k ec so I put 30k ec for my bare minimum. I did this with all the purples and out of the 1830 I've had 475 purples and at minimum prices earned me 3,164,760,000 ec. So I most likely made a lot more ec than stated from purple consoles.

    Blues and greens prices on exchange change so much from going to 110k ec one day for a green to what you can get from a vendor so I haven't bothered tracking blues or greens ec income like I've done with purples. There are blues that are worth a lot like neutronium, phaser relay, etc..

    If I had the patience to actually do that much detailed math I would have an almost exact income from consoles. I may have made 3.5-5 billion ec from all the consoles I've made since February.

    I have 8 toons crafting and they make anywhere between 16-32 consoles a day. Sometimes more if I wake up in the middle of the night and can't sleep.
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited May 2013
    sci: [12/42= 28.57%
    eng: [14/42= 33.33%
    tac: [16/42= 38.09%

    Interesting update on purple drop rates and how they don't seem to follow the above percentages like you would think they should.

    Purples out of Total consoles made: 532/2090=25.4545%
    Then specified type of purple consoles below:
    Sci: 137/2090= 6.5550%
    Eng: 213/2090= 10.1913%
    Tac: 182/2090= 8.7081%

    Taking the percentage of Purples per type out of total purple percentage:
    Sci: 6.5550/25.4545= 25.7518% [12/42= 28.5714%] Difference: -2.8196
    Eng: 10.1913/25.4545= 40.0373% [14/42= 33.3333%] Difference: 6.704
    Tac: 8.7081/25.4545= 34.2104% [16/42= 38.0952%] Difference: -3.8848

    Any math wizards out there can tell me if this is normal or to be expected? It seems engineering consoles drop with the expected tac drop rate for purple consoles.

    There are 14 engineering consoles so when making a console you should have 33.3333% chance it is engineering. There are 16 tactical consoles you can make which give you a 38.0952% chance of getting a tactical console.

    Total of each type of console made so far:
    Sci: 609/2090= 29.1387% [12/42= 28.5714%] Difference: .5673
    Eng: 732/2090= 35.0239% [14/42= 33.3333%] Difference: 1.6906
    Tac: 749/2090= 35.8373% [16/42= 38.0952%] Difference: -2.2579

    So after 2090 consoles it seems to be something is wrong with the distribution of Eng and Tac consoles. What is the usual percentage of acceptable variance of distribution? Science seems to be within 1%, but eng and tack are over that...

    Should the eng and tac consoles have near the same drop percentage when there is more tactical consoles than eng consoles? Should Eng consoles have a higher amount of purple compared to tac consoles?

    Look at it 732-749= 17 console difference! Take the two console difference of prossibilities out of 42. (16 tac-14 eng= 2)
    2/42= 4.7619%
    Lets take that percentage and times it against 2090.
    .047619x2090=99.52371

    Therefore there should be 99.52371 difference between engineering and tac consoles. But we have 17 console difference... :(
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited May 2013
    It's not far from the statistical average. I just write it off as a fluke.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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