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Crew Skills Compendium
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01-14-2012, 07:16 AM
(This post was last modified: 01-24-2012 06:47 PM by monkeyswinkle.)
Post: #173
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RE: Crew Skills Compendium
I was poking around in Nodeviewer and found some stuff related to crew skills. I'm not sure if this is old news or what, but I haven't seen some of it explicitly stated anywhere.
Schematic & Item Nodes, and Chance to Learn New Schematics: The prfResearchInfoPrototype node lists six levels of "research chance" (i.e. chance to learn new schematics from reverse engineering): None = 0% Very Low = 4% Low = 8% Medium = 10% High = 16% Very High = 20% Ignoring None, this appears to confirm the suggestion linked at the bottom of the OP. But, alone, this isn't terribly informative. However, if you look in the schematic nodes, each schematic has two of the research chances listed. For example, the Compact Medpac has Very High and Medium listed. This narrows it down better, but I am still not sure what determines which chance to use. Each item schematic has its own two research chances, but there appear to be some patterns linking the tier of the item to a pair of research chance values: Tiers 2 & 3 Very High (20%) & Medium (10%) Tiers 4 & 5 High (16%) & Low (8%) Tiers 6 & 7 Medium (10%) & Very Low (4%) I'm not sure how clear it is which tier a specific item belongs to. Some are intuitive, but others might not be and might require some cross-referencing in Nodeviewer. The schematics nodes are all labeled with a reference to the item's tier, and the item node labels line up with those. The schematics nodes tell you the research chance and you can find the name of the items in the item nodes. For example, Reflex Barrel 2 is in the itm.mod.barrel.att_aim_end.premium.basemod_mk_201 item node and its schematic is in the schem.mod.barrel.att_aim_end.premium.basemod_mk_201 node. The 201 at the end designates it as a tier 2 schematic, so it has the Very High and Medium research chances associated with it. Anyways, the info is in there if anyone wants to take a look. One take-home message from this is that it is harder to get new schematics for higher level items, which lines up with what people have been reporting. So, one big question is what exactly determines which of the two research chances to use. The first thing that comes to mind for me is difficulty. I would guess that you can only get a new schematic from reverse engineering if the item is grey or green for you, and then it would use the higher of the two chances for grey and the lower of the two for green. But, I have no idea really. The schematics and item nodes have some more interesting information in them. A lot of it is already known, like level and crew skill point requirements to craft, use, etc., binding rules, item values, item stats, crew skill point threshold numbers for the different difficulty colors, cost to learn the schematic, recipes, etc. There were a few things I didn't know though. One is that some schematics (e.g. artifact biochem consumables) have a field called prfDisableCritical set to true. I assume this means that you cannot crit on crafting those items. Another is that crafting times vary according to some variable, which I assume is difficulty (i.e. the easier it is to craft, the faster it goes). This is something I had intuitively known, and had probably heard about before. But, the specific base times are listed in the nodes. Assuming that the times are tied to difficulty is also one reason I suspected the two research chance values might be tied to difficulty as well. But, there are no specific labels for either research chances or crafting times. They are just listed as values that are presumably referenced by a specific parameter when the respective related action is performed. Chance to Crit/Fail and Affection Bonuses: The prfProfessionInfoPrototype node has some basic info on all the crafting skills. But, what caught my eye the most were sections that indicate chance to crit, chance to fail, and crit and efficiency maximums for companion affection. Crafting crew skills cannot fail. Harvesting and mission skills have a base failure rate based on difficulty: Grey = 0% Green = 1% Yellow = 5% Orange = 10% All crew skills have a base crit chance based on difficulty: Grey & Green= 15% Yellow & Orange = 10% And, the affection crit maximum is 5% and the affection efficiency maximum is 15%. Presumably, this is if you have maximized companion affection, and I don't know how these bonuses scale for affection less than maximum. I also assume that affection bonuses add to the base rates, plus any bonuses the individual companion has. Edit: See here for the formula for the affection efficiency bonus, which the reddit user Deimous worked out. There are a few other nodes specifically related to companions, including their crew skill bonuses, and a lot of stuff on gift giving. But, I haven't fully checked them out yet, and I think a lot of this info is already known anyways. One thing to note is that all companion crew skill bonuses are to either crit chance or efficiency (and this lines up with the fact that there are only maximum affection values for those two stats), if there is still any question about this. Schematic Variations from Reverse Engineering: The prfSchematicVariationsPrototype node appears to list all the possible variations you can have for items that you reverse engineer (i.e. versions that give crit, defense, power, etc.). The node has every craftable item listed, and then either 0 entries below it, if it is an item that doesn't reverse engineer into an improved version, or 17 entries, if it is. Each of the 17 entries has some numerical reference around 900-1000. These values appear to match up with numbers in the itmModifierPackageTablePrototype node. The numbers in the itmModifierPackageTablePrototype node specify what stat bonuses are associated with those values. So, putting two and two together, prfSchematicVariationsPrototype and itmModifierPackageTablePrototype together tell you the different variations you can get from reverse engineering, and what specific stats they give. These variations line up with what people have reported (e.g. see here). Interestingly, note that if you include the three single stat variations, and then combinations of each of those three stats with the other five stats, that would give you a total of 18 variations. But, there are 17 variations, and the one missing is the exact one that people have found to be missing, defense + alacrity. Deployable Companions: The node prfCompanionsTotalPrototype apparently tells you the level thresholds needed to be able to deploy more companions on crafting duties.: 2 companions @ level 1 3 companions @ level 25 4 companions @ level 41 5 companions @ level 48 Tiers & Levels and Mission Levels & Crew Skill Points: The node prfTierInfoPrototype ties levels to seven crew skill tiers: Levels 1-9 = Tier 1 Levels 10-16 = Tier 2 Levels 17-24 = Tier 3 Levels 25-32 = Tier 4 Levels 33-40 = Tier 5 Levels 41-48 = Tier 6 Levels 49-50 = Tier 7 It also ties mission levels to crew skill points (i.e. the number of points needed to open up missions of that level): Code: Mission Level Crew Skill PointsOther crew skill related nodes: The rest of the nodes either look uninteresting, or are unintelligible to me. Someone else might be able to figure them out, though. prfCraftingTablesData: This looks to just have stuff about crafting animations or something. It didn't look too interesting. prfProfessionSubtypePrototype: This just has listings associating crew skill "subtypes" with their respective crew skills. For example, armormech has armormech medium and armormech heavy listed as subtypes. Not very interesting. prfMissionResultsPrototype: This has nodes for each crew skill mission, and then three subsections, one for failure, one for success, and one for critical, with a string ID number associated with each. This looks to me like references to the flavor text you get when you complete a mission. Glancing at a few of the different missions, it looks like most or all of the failure and success values have the same string IDs associated with them, 100 for failure and 200 for success. But, the criticals all look to have unique values. So, this makes me think of generic "Your companion failed this task" kind of messages for those, and then the more descriptive ones you sometimes see on the mission results windows. But, I don't really know what this is. prfDisassembleInfoPrototype: This has one section called prfDissasembleLoot, and then subsections for what looks like categories for every craftable item. In these subsections, there are 7 sections, which I think correspond to the 7 "tiers" of craftable items. Within each of those 7 sections, there are 4 integers labeled itmQualityPremium, itmQualityPrototype, itmQualityArtifact, and itmQualityLegendary. But, each of these integers' values are a long string of numbers and I don't have any idea what these correspond to (nodes?). Here's a little example of what this looks like, to make it clearer: Code: prfDissasembleLootSo, in summary, I don't really know what this node is for. |
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