Buggy Math with Resource Averages.

Artisan profession discussion
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GameDrifter
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Ok maybe this is something that is a well known display bug? but while out surveying for resources today I noticed an odd display bug. I was looking for inorganics that have a OQ 66% / PE 33% requirement for meds. I goto the games settings windows find the one dealing with "Display Resource Averages" click only those two aspects that I am looking for. And went to work looking for my resources.. Well odd thing is the yellow displayed number isn't mathematically correct. I had a resource with an OQ = 878, and PE = 0, Math wise that average is 439, yet it shows as 878 in the inventory window. Settings window clearly states the average of selected stats. Not highest stat listed as was being displayed. Oddly nuff on my phones calculator app if I go 878 + 0 / 2 = I do get 878 for some odd reason, where as if I go 878 + 0 hit = then do division it gives correct answer then. Is this some weird Calculator math trick the programmers over looked? An Orders of Operation thing maybe? Like there code is short cutting the math formula. "Add all resources selected, divide total number of resources, display answer in inventory window." instead of "Add all resources selected, save answer, then divide answer by number of selected resources, then display answer in inventory window." After watching how my phone app handled the math its only thing that makes sense for the wrong average displayed.

BTW, the crafting window has it broken down math wise correctly during crafting.
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Tamber
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First off, your calculator is showing correct math because of order of operations. 878 + (0/2) = 878.

For a different reason, the "average" shown for OQ 66% / PE 33% is also correct. When a resource does not have a particular stat, this is different than having a zero. When a resource does not have PE, for example, then only the OQ matters for the calculation.

This is why you can get away with using some very terrible resources if they are completely missing the stats that matter for the calculation you consider important.
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GameDrifter
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So basically it's a "Working as Intended" issue.. Illogical design but no mater, I'll do my best to take full advantage of it.
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BigQEd
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GameDrifter wrote:So basically it's a "Working as Intended" issue.. Illogical design but no mater, I'll do my best to take full advantage of it.
SOE was terrible at math.
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Tamber
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GameDrifter wrote:So basically it's a "Working as Intended" issue.. Illogical design but no mater, I'll do my best to take full advantage of it.
I think it's one of those cases where gameplay trumps "realistic behavior".

After all, if your recipe calls for lubricating oil, but is dependent on a toughness stat, it would suck to always have that zeroed out and the quality of the item suffers because of that zero value. Instead they ignore materials that don't have the relevant stat. Even though it may not be intuitive, I think it is the right design choice.