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*** SPOILERS ***
Besides slotenhancers, which guarantee 1 to 3 slots, the only way to influence your chance to get slots is to get a construction skill as high as possible.
There are 2 variables in the formula that determines the amount of slots: the quality of the built item and a random number (0-199). Although quality of constructed items has a cap, the quality used by the formula is the theoretical quality, so having just enough CST to reach the build cap for the desired item is far from being optimal. In fact, if the quality is below a certain level, it is not possible to get 5 or even 4 slots. This quality is based on the TL of the constructed item DEX, INT and your CST skill.
So having a high build quality opens up the possibilities to get up to 5 slots. To get the slots, a random number is rolled. If that random number is above a certain number (derived from fixed factors and also the quality), you get 0 slots. For 1 slots, the random number has to be lower than the calculated number above. For 2 slots, it has to be below another number that's lower than that required for 1 slot. Same thing for 3, 4, 5 slots, the random number the game rolls has to be lower and lower. That's why builds with low quality can never get 5 slots, the required number would have to be negative (which it can't be).
As the quality factors into the formula determining the breakpoints for x slots, a high quality means a bigger range of random numbers will be able to get you slots. In other words, it increases your chances to get slots.
Rare weapons are a special case though. In addition to the formula described above, there is another roll for either 0, 1 or 2 additional slots (33.33% chance to get either). That's why rare weapons generally have more slots than non-rares.
flib wrote:Are you sure, because it seems like that post that Logan quoted details a fairly elaborate system.
Faid wrote:Build 500 holy heals at the minimum const skill required to cap stats then build 500 at the max const skill and see how the % adds up.
I got this when i did it roughly within 1-3%
0 slot - 52%
1 slot - 31%
2 slot - 12%
3 slot - 3%
4 slot - 1%
5 slot - <1%
I also tried this on tl3 heals building batches off 200 at 8 different const levels starting from the min req to cap stats and going to the max const skill you could get with ops and buffs. My results were almost exactly the same (within 4%) for each const skill.
I also did this with tl 98 devs from the faction db building 4 batches of 100 at various const skill levels all with the same results within 4%.
According to that formula I should have statistically had higher slot % the more const skill I had, but all my tests proved otherwise. So I can only conclude that either the formula is wrong, or the formula is broken and simply doesnt work, like countless other things in that game.
That is only my opinion on the matter though, but I have not seen any other evidence to contradict it.
flib wrote:I've built >600 tl3 heals throughout my short time as a constructor.
I had a theory that slottage was somehow related to population level or maybe the time of day. (ex. more likely to have higher sots earlier in the morning when no one is on)
I'm pretty sure I did a trial on that, but the results were inconclusive.
Ressi wrote:@ Logan
u forgot to tell him he also has to face SW when he hits the start button....
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