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Difference between revisions of "Talk:Invention Accuracy Recipe"

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A couple of points I noticed
 
A couple of points I noticed
 
1) the high levels really get crazy amounts of resale value. A level 50 whom I have been doing most of my testing with gives a distorted pciture of the whole.
 
1) the high levels really get crazy amounts of resale value. A level 50 whom I have been doing most of my testing with gives a distorted pciture of the whole.
2) a Level 15 IO crafting cost is a really good 'bang for the buck', slightly better than a DO at only a minimal incremental cost (assuming the recipe dropped)
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2) a Level 15 IO crafting cost is a pretty good 'bang for the buck', slightly worse than a DO at only a minimal incremental cost (assuming the recipe dropped) which keeps you goin until much higher
3) Level 20 recipes costs seem out of whack. Both visually with the kick in the curve, and are more expensive than the theoretical base cost of a level 20 SO, to which it is inferior.
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3) Level 20 recipes (and to a lesser extent level 25) costs seem out of whack. Both visually with the kick in the curve, and are more expensive than the theoretical base cost of a level 20 SO, to which it is inferior.
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4) level 30 IO recipes offer ~90% of an SO value, for ~110% of the cost and are at 'sweet spot' in the cost/benefit.  
  
 
Traditional accuracy enhacers have a perfectly linear cost per level (above 10 anyway)
 
Traditional accuracy enhacers have a perfectly linear cost per level (above 10 anyway)
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The best fit I got to IO recipe costs was exponential, but its not quite right. I'll try a few more complicated models when I get the chance. Knowing Crytpic it will be easy to get to in Excel, its just a matter of finding the key.
 
The best fit I got to IO recipe costs was exponential, but its not quite right. I'll try a few more complicated models when I get the chance. Knowing Crytpic it will be easy to get to in Excel, its just a matter of finding the key.
 
[[User:Catwhoorg|Catwhoorg]] 05:51, 11 April 2007 (PDT)
 
[[User:Catwhoorg|Catwhoorg]] 05:51, 11 April 2007 (PDT)
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[[User:Catwhoorg|Catwhoorg]] 08:26, 11 April 2007 (PDT)

Revision as of 15:26, 11 April 2007

Acc enh costs.JPG

I plotted out the recipe costs alongside those of SO,DO and TO. Note inf is a log scale.

A couple of points I noticed 1) the high levels really get crazy amounts of resale value. A level 50 whom I have been doing most of my testing with gives a distorted pciture of the whole. 2) a Level 15 IO crafting cost is a pretty good 'bang for the buck', slightly worse than a DO at only a minimal incremental cost (assuming the recipe dropped) which keeps you goin until much higher 3) Level 20 recipes (and to a lesser extent level 25) costs seem out of whack. Both visually with the kick in the curve, and are more expensive than the theoretical base cost of a level 20 SO, to which it is inferior. 4) level 30 IO recipes offer ~90% of an SO value, for ~110% of the cost and are at 'sweet spot' in the cost/benefit.

Traditional accuracy enhacers have a perfectly linear cost per level (above 10 anyway) TO = 96*level -384 DO = 383*level +383 SO = 1152*level +1152

The best fit I got to IO recipe costs was exponential, but its not quite right. I'll try a few more complicated models when I get the chance. Knowing Crytpic it will be easy to get to in Excel, its just a matter of finding the key. Catwhoorg 05:51, 11 April 2007 (PDT) Catwhoorg 08:26, 11 April 2007 (PDT)