JohnCarver wrote:Nikixos wrote:I agree it's either too nerfed or doesn't work
Ok i just finished reviewing it. And I would need some hard data testing here. Its quite clear to me its 'working as intended'. But perhaps hte intention was too harsh.
Basically. If you are smelting a bar the smelter will then 'empty' itself from its progress towards bar two. However, you gain approx 2*Sqrt(alloybonus) as a benefit towards NOT losing. This was the solution when people were firing nonsense and alloybonus was granting a positive bonus.
So based on the math I have here. I naked guy fired the smelter 10 times and gets 10 bars for example. The guy wearing alloy of 900 should be getting closer to 13.
If you guys are looking for a double or triple effect every fire then I can see how this looks broken. But a top shelf set seems like ti should produce 30% more bars over a healthy firing schedule. A modest set of +200 for example would still cause the smelter to have a 18% 'boost' towards its progress of making another bar. Or essentially it would only lose 82% of its progress towards the second bar where a naked guy again loses 100% progress.
So who wants to fire 20 runs with a naked guy and +600 alloy and give me the stats
?
I noticed that, the empying of the smelter I mean, and I found it quite unreasonable, having a bad ratio you can fire a smelter infinitely without ever getting a bar.
It also makes different ratios only marginally important, as your chance of getting something out of it is pretty slim, even with a top set.
There must be something in between, some way to prevent abuse, yet make it work in a reasonable way,
as to always keep the progress, but keep it per metal, so if you ...say... smelt iron + copper + silver in one smelter all at once, they would all have a different progress to take over to the next smelting,
but maybe that is too difficult with how the code is, I can only guess at that part.