With the release of the 5.2 preliminary patch notes, there's a lot of misinformation and pointless speculation going around various Discord servers on how this will actually impact crafting. Some of you may know me, I'm acchan from Teamcraft and I do a lot of the math and code work on the crafting simulator you might know and love. This post is gonna be quite long so if you don't care about crafting math theory, skip to the TL;DR.
To start with, it's important to have a basic understanding of how the crafting formulae work, and the data they use to function. Both progress and quality have a base formula, a substat mod, and a level mod. The substat mod weighs your stats against the suggested/minimum stats for a recipe, and acts as a very soft modifier for output. The level mod applies a much more potent penalty if your crafter level is below the recipe level, and for progress, a hefty bonus if you're above that level. The level mod is the core part of Ingenuity. The maximum penalty for quality is 50%, and for progress it's 25%. The maximum progress bonus is 150%. What this means at level 80 is that Ingenuity effectively doubles output of your actions inside the buff. These mods are based on recipe level, not individual recipes. Besides for the mods, every recipe level has a baseline durability, progress, and quality value. Individual recipes have scale factors that adjust this, both higher and lower. For example, recipe level 450 (ie lv80 2-star) has a base of 23395 quality, but the majority of lv70 recipes use a factor of 160, giving you the 37432 you see in game.
Now, for the actual impact of changes, starting with skills:
The reason for documenting the way the crafting formulae work is to explain why some of these nerfs and buffs exist. With the split in how Innovation functions, Manipulation will generally have less back-to-back buffs inside it, so you recover less durability. With the new progress skill Groundwork, Waste Not is much more effective. Since Muscle Memory benefits the most from this, and to a lesser extent Name Brand, WN1 is particularly good in either openers or at the end of a rotation. With Manipulation+Prudent, durability loss is minimised, which allows more durability for high efficiency progress actions. Delicate is still useful, just not as much for high level recipes.
Regarding Ingenuity, the level modifier has been confirmed removed in the current builds, from reversing the screenshot values in the preliminary patch notes to actual math, and calculating the stats on the sample character used. The stat modifier is left alone, as is the base formula. Without the level mod, Ingenuity provides no effect at all on quality, so it's a complete non-issue of being removed. For progress, this removes the penalty, but also the bonus effect, turning a 2x buff into a 1.333'x buff. Note that it's just the buff, not total progress, so the actual efficiency change is about 33% lower. The much higher efficiency of progress actions effectively minimises this nerf though, so there's really no reason to panic. For high level recipes, it actually makes things easier because finishing early is less of a risk.
The change to Inner Quiet seems a bit innocuous since the removal of the cap largely depends on your control stat, and future gear sets are more likely to maximise craftsmanship for quick finishers or setup and rely on maniprudent for quality phases. It does essentially buff Byregot though.
As far as CP efficiency goes, there is no good reason to speculate on this as we simply lack data. Costs might be the same, or they might not. In the event they're the same, WN1 is slightly more efficient now, while Manipulation is better as a buff and worse as a durability recovery mechanism. WN2 and Delicate remain highly situational. Everything else is effectively no change. It's impossible to validate how this will go if costs do change, or for the new skills, since the new values are unknown.
Finally, the change in base stat values for recipe levels. I've seen a lot of talk about how everything is 90% of the old value for quality. This is almost entirely incorrect. The base values are hinged on a 10 level-block stepping system. While the r430 recipe shown in the notes is 90% of the current value, this doesn't hold up to the step formula if you simply multiply everything by 0.9. If you apply a 90% modifier to all current values, the formula breaks. They've most likely changed the actual step sizes instead, rather than a flat multiplier. This means we currently cannot project what the 1, 2, and 3 star stats will be. Progress hasn't changed in the screenshots in the notes, but there's no guarantee the later steps won't change.
TL;DR: crafting formula no change*,* loss of ingenuity mostly a non-issue, MuMe/WN/Byregot buffed, manip/delicate nerfed, total quality needed reduced, total progress a mystery.
submitted by /u/ayyaruq
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To start with, it's important to have a basic understanding of how the crafting formulae work, and the data they use to function. Both progress and quality have a base formula, a substat mod, and a level mod. The substat mod weighs your stats against the suggested/minimum stats for a recipe, and acts as a very soft modifier for output. The level mod applies a much more potent penalty if your crafter level is below the recipe level, and for progress, a hefty bonus if you're above that level. The level mod is the core part of Ingenuity. The maximum penalty for quality is 50%, and for progress it's 25%. The maximum progress bonus is 150%. What this means at level 80 is that Ingenuity effectively doubles output of your actions inside the buff. These mods are based on recipe level, not individual recipes. Besides for the mods, every recipe level has a baseline durability, progress, and quality value. Individual recipes have scale factors that adjust this, both higher and lower. For example, recipe level 450 (ie lv80 2-star) has a base of 23395 quality, but the majority of lv70 recipes use a factor of 160, giving you the 37432 you see in game.
Now, for the actual impact of changes, starting with skills:
Skill
Impact
Reuse
Reuse
No impact on rotations
Ingenuity
Ingenuity
No impact on quality, ~33% nerf to progress
Innovation
Innovation
Heavy nerf to Delicate synth, buff in general
Manipulation
Manipulation
Light nerf to durability recovery
Waste Not (I+II)
Waste Not (I+II)
Light buff to durability spend
Muscle Memory
Muscle Memory
Medium buff to initial progress dependent on stats
Inner Quiet
Inner Quiet
Medium buff
Veneration
Veneration
Not a replacement for Ingenuity, alternative to Innovation
Groundwork
Groundwork
Really good
The reason for documenting the way the crafting formulae work is to explain why some of these nerfs and buffs exist. With the split in how Innovation functions, Manipulation will generally have less back-to-back buffs inside it, so you recover less durability. With the new progress skill Groundwork, Waste Not is much more effective. Since Muscle Memory benefits the most from this, and to a lesser extent Name Brand, WN1 is particularly good in either openers or at the end of a rotation. With Manipulation+Prudent, durability loss is minimised, which allows more durability for high efficiency progress actions. Delicate is still useful, just not as much for high level recipes.
Regarding Ingenuity, the level modifier has been confirmed removed in the current builds, from reversing the screenshot values in the preliminary patch notes to actual math, and calculating the stats on the sample character used. The stat modifier is left alone, as is the base formula. Without the level mod, Ingenuity provides no effect at all on quality, so it's a complete non-issue of being removed. For progress, this removes the penalty, but also the bonus effect, turning a 2x buff into a 1.333'x buff. Note that it's just the buff, not total progress, so the actual efficiency change is about 33% lower. The much higher efficiency of progress actions effectively minimises this nerf though, so there's really no reason to panic. For high level recipes, it actually makes things easier because finishing early is less of a risk.
The change to Inner Quiet seems a bit innocuous since the removal of the cap largely depends on your control stat, and future gear sets are more likely to maximise craftsmanship for quick finishers or setup and rely on maniprudent for quality phases. It does essentially buff Byregot though.
As far as CP efficiency goes, there is no good reason to speculate on this as we simply lack data. Costs might be the same, or they might not. In the event they're the same, WN1 is slightly more efficient now, while Manipulation is better as a buff and worse as a durability recovery mechanism. WN2 and Delicate remain highly situational. Everything else is effectively no change. It's impossible to validate how this will go if costs do change, or for the new skills, since the new values are unknown.
Finally, the change in base stat values for recipe levels. I've seen a lot of talk about how everything is 90% of the old value for quality. This is almost entirely incorrect. The base values are hinged on a 10 level-block stepping system. While the r430 recipe shown in the notes is 90% of the current value, this doesn't hold up to the step formula if you simply multiply everything by 0.9. If you apply a 90% modifier to all current values, the formula breaks. They've most likely changed the actual step sizes instead, rather than a flat multiplier. This means we currently cannot project what the 1, 2, and 3 star stats will be. Progress hasn't changed in the screenshots in the notes, but there's no guarantee the later steps won't change.
TL;DR: crafting formula no change*,* loss of ingenuity mostly a non-issue, MuMe/WN/Byregot buffed, manip/delicate nerfed, total quality needed reduced, total progress a mystery.
submitted by /u/ayyaruq
[link] [comments]
Continue reading...