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Craft Calculator released

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Craft Calculator (currently beta 1.01).

So, what do you think about it?
Some bugs, some suggestions?

I know I have to write a documentation, even if I do think it is quite intuitive with its numerous tooltips.

__________________

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Joined: 12/23/2008
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Completely Awesome, I

Completely Awesome,

One improvement that I can squeeze out of my head - more spaces for the tabs when you toggle material display (crafting tree) cuz right now its kinda hard to see which mat needs which mat to craft, also, different bullet points would be nice for easier recognition.

Thank you SO much. Keep up the good work!

quick question: did you bomb thedeath's site? That's hilarious

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Right

Thank you for your comment, I hope this new tool will be useful to crafters :)

The problem with spaces if that some people still use small screens (1024 width) and the site (including the Craft Calculator) has to take this constraint in consideration. That's why it's not easy to find a compromise between space/clean and small size.
I modified a bit the template starting from your idea to insert bullet points. More precisely, they are graphical tree numbers which indicate the depth within the craft tree. I think it's more useful and relevant like that.

What do you think?

PS: regarding thedeath's site, I really feel respect for his work, that's also why I didn't code a "clone" of his tool, but adopted a different approach. Now players have the choice between 2 different tools, everybody will be able to choose his/her favorite. And I'm sure many will always prefer thedeath's one.

PPS: I'm also writing the documentation. At now, it seems only 3 users really use the Craft Calculator's abilities.

Joined: 12/22/2008
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I am still relatively new to

I am still relatively new to the game. My Main Spear is only lvl 27 so I know I have a long way to go. I have yet to really dive in with crafting, But I know I will utilize this feature when the time comes. This is absolutely awesome. Thank you!

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Documentation

Craft Calculator documentation (at least a first version) is now available.

Forgive me for my bad English, I hope an English corrector will correct the main mistakes in the future.

Thank you for your encouraging words jemsmck, if this tool is useful to players, beginners as advanced crafters (AOP isn't an "elistic" nor "selective" site), its mission is accomplished ;)

Joined: 12/23/2008
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I read the documentation

I read the documentation once, it seems fine. Other than a few awkward wordings, it's perfect, but any English-speaking person can understand it.
Also, the red and black for mats and crafts is a great idea.
keep up the good work :D

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Missing info

Helmet crafting's missing lvl 25 Blood Knight Hat lvl 30 Blood Knight Chain Helm Lvl 35 Blood Knight Helmet

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Corrected

Thanks :)
They were present but registered as... Pants !

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when i try to save my prices

when i try to save my prices a second time it resets everything to 0g

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Need additionnal info

Hello rextie, could you give me more info about this problem please?
Just describe exactly what you do, I just did some tests but didn't notice anything anormal.
And which browser do you use? (Firefox or IE7 ?).

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i set a price for something

i set a price for something then click submit
then i close out of the setting windows
the i set a price for something else and click submit
now the price i set for the first thing is set to 0

using ff

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Bug Fixed

Thank you very much!

Indeed there was a sly bug, which is corrected now. I easily figure out how annoying it was to see the prices set to 0, sorry!

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the craft time for things

the craft time for things that come in batches of more than 1 is wrong
seems like its multiplying by the amount of items rather than the amount of batches

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So?

So it's right, no?

For example if I choose Elixir [Pre]

  • one batch is 10 items ; 60,000 workload ; 8h20m0s (auto-craft lvl 1)
  • if I specify 20 items (two batches), it will be 120,000 workload ; 16h40m0s (auto-craft lvl 1)
  • if I specify 1 item (to see the cost/time by item, even if we can only craft multiples of 10), it will be 6,000 workload ; 0h50m0s (auto-craft lvl 1)

All seem right, the Item quantity, as it's written (and specified in the tooltip) is the item quantity, not batch.

If I'm wrong and misunderstood you, please correct me :)

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my autocraft is lvl 11 it

my autocraft is lvl 11
it says 15000 workload will take me 1h23m20s takes me about 5 minutes to do 15000 workload

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Right!

You were right!

It was really a bug, more precisely a piece of code which was not updated.

Thank you very much (and congratulations) for discovering and reporting this misleading value, hope the Craft Calculator will deserve to leave the "Beta" status soon :)

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Very Niiiice

Love the calculator!

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Man i love it soooo much!

Man i love it soooo much!

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Glad

I'm glad you enjoy it Ledge!

About 150 Atlantica Online's players use it daily, and some of them help me to improve this game tool reporting bugs and errors.

I still don't really know what I'll be able to add for the beta 2 release ;)

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solution for rextie:

solution for rextie:

the price issue is because even though you change the price in the box, you have to *double-click* the item in the listing to move it to the second box ( the one thats mostly empty) for it to register the customized prices when you update it.

And another idea that I think would be nice, but hard to impossible to implement, is an automatic material pricing. The easiest way I can think of this being done is through a question coding that sends an inquiry to the server 'market' to come back with prices according to the items set on the market. ie, with warrior signs. fixed price is 200k, so thats the default price. but with the inquiry added, if there are say, 8 signs listed for 100k, the calculator would automatically adjust the price to 100k until you choose a crafting that uses more than 8, and then it would query the server for X signs on the market, and list the different prices as well as total.

edit: documentation seems fine to me as well. the only changes to it and the crafting calculator to avoid some confusion would be:

1. add quantity to consumables after the level range ( [beg] [int] [adv] [pre] ) in perhaps green text using the format x || healing potion [beg] x10 1

2. change the skill level info to 'Skill level XX' with the number bolded.

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Automatic pricing

Automatic pricing is surely technically (even if I wouldn't be able to code it), but this kind of external programs/requests is strictly prohibed, and not different from these bots that poison Atlantica Online.

I improved the documentation's formatting a bit, but in the Calculator itself I think adding colors would be more confusing (as each one has its own meaning). Bolding the levels would be quite heavy (due to the number of items) and Internet Explorer doesn't support formatting in select list :/

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Hi, it looks like your

Hi, it looks like your workloads and all of the other information related to workload are doubled for your stationery entries.

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Stationery workloads

Thank you Balinor, indeed Ndoors recently divided by 2 the workloads related to stationery, so I updated the data. I guess they did this to make book crafting easier / more interesting in Atlantica.

Anyway, our work would be easier if Ndoors gave patch notes with this kind of information...

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Blessing of Life [Int]

Blessing of Life [Int] craft info is wrong. The experience given per 30 books was 9k, 3k/10 books.

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Blessing of Life [Int] workload

Thank you for reporting this error Ponos.

Workload was entered with the value of 1,500,000 instead of 150,000 ; so the experience was multiplied by 10 too.

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Misc

When I set my book level at its level, all the books are still in red in the right box, which is supposed to mean I can't craft any.

Oh, I see now it takes your level from your personal settings. May I suggest a "Update skill value" check box beside autocraft and craft level boxes.

Cost/xp ratios increase the cost when you increase the count but not the xp. If cost/xp is 10/5 and you make a double batch it should be 20/10, or simply keep it at 10/5, maybe even reduce it to a 2:1 ratio. Which reminds me, ratios are displayed with a ":" (Not to be picky, just trying to help)

A total below the items lists would be nice. Especially if the above becomes reality.

I might also suggest putting a [+] box beside other craftable items in the craft list which opens up a sub list of the item. That way, instead of having to navigate to a separate craft page, users could alter the desired craftable item as they please and have it take immediate effect, without having to redo their main item.

And lastly, after fiddling with books, i refreshed the page and the list of items changed to its default value, but the drop down of "book" did not. I had to select another craft then go back to book to get the proper book list.

Love the tool btw. Hence my rigorous critique :P

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How about allowing over 999

How about allowing over 999 crafting jobs to be entered?

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i recommend changing it so

i recommend changing it so that when you expand the material lists, it changes the total price as well. like some materials, have a 0 cost, but when you expand it, then it has a higher cost due to the materials needed for it.

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layout problem

I figure out a problem

I entered manually every item in the database and there prise on the market of argos

but the problem is the option of crafting a spead out on the line of the material
a print sreen will be so difficulte but i have like 2 blank page between all line of text

you should put all the stuff on the top and make a scroll bar for the material list

for more info contact me on

you can ask in french or english i dont matter

and sorry if my english is in a bad writting :P

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^^^ I think an idea that

^^^ I think an idea that could solve this problem is to change the calculator page into a side-by-side frame page, with a print option that only prints out the right column.

Or similarly, a print button that only prints out a fully extended material list from the right side, instead of the entire page.

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Layout

@gimpy42: which browser do you use (FF3, IE6?) and what is your screen resolution (1024*768?) ? I can't get this bug.

@others: I didn't answer your proposals yet as I'm studying them.

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im using ff3 with a

im using ff3 with a resolution 1680 / 1080

i will try to figure out how to show you the bug

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layout screen shoot

i upload my screen shoot modified on filefront like that you have a kind of feeling of what i see when i scroll down

here the adress

http://files.filefront.com/screenbmp/;13080370;/fi

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Layout fixed

Thank you very much for the screen!

I fixed the problem, now the list of material has a fixed height and you'll have to scroll if it's too long - but no more breaking layout.

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layout

wow now its a really awesome tool !

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A few modifications.

Love the tool! absolutely fabulous. If i could make a feature request or two.

1) Item Quantity to craft: can we get that expanded to 10000? having only up to 999 makes it limiting for the items that come in packs of 20+ and you are trying to figure the materials for 5000 of them.
2) I love the "Item to craft to next level", since you know the xp needed to get to the next level, could you have an input that would allow me to see how many it would take to make it to level X? if i'm 26 and the next craft level i want to hit is 30, it'd be nice to see how many items i need to make to hit 30 instead of just 27 ^^.

This crafting calculator is the best i've seen, keep up the awesome work!

Yadana - Sikyon

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Improvements

Craft Calculator beta 2 should release tomorrow. I don't say it will include all the features asked in the last messages (coding an advanced web tool which works fine with different browsers, different machines, has many constraints), but some improvements for sure.

PS: however I modified the max item quantity (it was easy and fast to do), so you can enter numbers > 999.

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About Ratio XP

Cost/xp ratios increase the cost when you increase the count but not the xp. If cost/xp is 10/5 and you make a double batch it should be 20/10, or simply keep it at 10/5, maybe even reduce it to a 2:1 ratio. Which reminds me, ratios are displayed with a ":" (Not to be picky, just trying to help)

I think you were confused by the "/' character. Indeed, as it is specified within the tooltip and the documentation (for the left column):

the first number is the total crafting cost, considering a crafter who would have all skills at level 100 and buy the materials at the Market (fixed prices). So if you want to know the basic true cost of an item, it's here. The second number gives the ration between the cost and the experience earned, more precisely how many xp per 1,000 gold. So if a craft costs 4,000,000 gold and gives 6,000 xp, the ratio will be 1.5

I'm going to change the terminology to avoid confusions.

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would it be possible to

would it be possible to lengthen the fill box for quantity by a few spaces to allow full orders of 10,000 consumables? or would it be possible to add a button like 'max' or something that automatically changes all the materials to that of a maximum craft?

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Error in Pants Recipe

Destroyer's Greaves and Assassin's Leggings are both missing Sea Element Shard (2 required).

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Leggings

Thank you very much Pania (also corrected the small bug with blue header appearing at top).

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Refined Iron Ore

The fixed value of "Refined Iron Ore" is now 1000, not 500 ! :-)

Thanks for the service

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Refined Iron Ore fixed price

Refined Iron Ore fixed price was already 1000 gold (I didn't change the value into database), maybe you're talking about another item ?

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Craft Calculator Suggestion

How about adding the maximum amount of batches you can do in 1 sitting?

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Sitting

What do you mean with "1 sitting" ?

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I'd believe he means each

I'd believe he means each session of playing AO, but unfortunately there is no way to accurately determine that as mobs give varying workload, and players themselves vary in their routines.

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or perhaps the maximum amount

or perhaps the maximum amount that can be crafted at once (e.g. for most equipment it is 15)

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Scroll crafting

Hello, first grats for the really good site you have, and the craft calculator is awsome. One thing i noted is for scroll crafting for the premium scroll item quantity are weird like for Dispel Scroll pre you need 50 Antidote pre but in the calculator it says 50.0001 and its like that for all item on each of the premium scrolls. Not a big problem but tought i would point it out. Keep up the good work!

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Round problem fixed

Thank for the report.
I improved the internal precision and corrected this display problem, it should be cleaner now :)

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Auto Craft Int Workload Problems

Hi. I would like to thank you for the good work you have done here. This site is very useful. One problem, so far, I have spotted is the auto craft int workload requirements. One batch should be 210,000, not 21,000. I think it just missing a zero.

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Corrected

Thank you Bruce!

The Auto-Craft [Int] Workload has been corrected :)

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Settings

Would be nice if u have an extra information on what price the system calculates the item for
(For instance: Ashen Crystal 8.000)

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See colors

I'm not sure I understand your request.
If you mean how the material prices are calculated, this information is given by the color of the price (move your mouse on Unit to see the codes).

Red: market/fixed price,
Blue: the price you specified in your settings,
Green: crafted.

So you see Ashen Crystal 8.000 in red color, that means the Calculator took the fixed (market) price, which is 8,000 gold.

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Colors

Whilst on the topic of the colors, something I've only just noticed is that the blue for specified prices don't seem to work quite as I believe they were intended.
The prices I enter appear in green, the only time they appear in blue is if I enter the price as 0.

As an example the in the image below the earth elements set to 0 show as blue though the gold ingots set to 1 show as green. Another obviously wrong display is the gold dragon scales, they display in green yet it is impossible to craft them.

Image

I have tried this in all browser I currently have installed (IE, Firefox and Chrome) but all of them show the same.

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Colors fixed

Thank you very much for this clear report Pania (good explanations like that are the paradise for developpers :)

I fixed the colors and I think it's all right now. By the way, Blue color (if 0 gold) can also means the item price is unavailable (unable to craft or to buy at the market).

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Thanks, now for another problem

Thank you for the very fast fix, though going back to the calculator I now see a lot less green.

It would seem the calculator is forgetting or by passing the crafted prices and going straight for the fixed price.
For example, while crafting a blood knight robe gold ore is needed, fixed price 1350. Setting the components to 1 gold each and being able to craft gold ore I would assume a price of 17.5 would show, instead the fixed price is still showing.
Image

p.s. I'm studying to be a developer myself so I know how much a good detailed description of a bug can help a lot, glad I can manage to make a bug report clear enough to help a fellow coder.

*edit* As I don't look at it very often, I've just noticed the left side (non-user specific) will always choose the crafted price over the fixed price even if it is more expensive. Is this how it should be?

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Corrected I hope

Thank you again, I reviewed the logic and I hope it's ok this time.

By the way, I also corrected another bug, regarding the display of the price when a material was crafted using materials with user-defined price. The addition (Column "Total") could be wrong.

Quote:
As I don't look at it very often, I've just noticed the left side (non-user specific) will always choose the crafted price over the fixed price even if it is more expensive. Is this how it should be?

Yes, by default the left side always use crafted cost when available.

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No I think something is still off

Sorry I'm starting to feel I'm breaking more things more then helping try to fix them.

It now seems that it uses the crafted price if the user has the required skill level but doesn't care if the crafting will cost more then the fixed price.
Though this might of been what you were looking for, I'm not sure if the calculator is to pick the lowest cost or not, I thought I had read that somewhere but now can't find where.

Thank you very much for all your hard work.

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Expected behavior

You're right to point out this behavior, but it is the expected one :)

Indeed, the crafted cost always follows the same priority (see documentation):

Quote:
Priority order is 1)Price you specified 2)Crafting cost 3)Market fixed price.

Indeed, many players prefer to craft materials, even if it's (a bit) more expansive than the fixed price, in order to gain the experience points (and level up "secondary" skills as crystal, sewing...).
But if you want to use fixed prices instead of crafted cost, no problem: you just have to specify your own price, giving it the same value as the fixed one.

I think this priority system is the only way to satisfy every crafters. If the calculator always selected the lowest value, users couldn't control each step of their crafting.

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Makes sense

Alright that makes sense and does seem like the best way for everyone.

Thank you for your time, some handy tools and a very helpful site.

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Your skill levelsSkill

Your skill levelsSkill name Level
*Auto-Craft*
Action..................Your list...................................Pick a Material here
Armor..................Double-click to REMOVE:...........Double-click to ADD:
Arrow.................................................................Ashen Crystal 8.000


Your material prices
Your can specify the price you buy various materials, they will be taken into consideration within the Craft Calculator
Tip: After you click within a list, if you type a letter you jump to the first word beginning by it (example : if you type "e" you jump to "Earth Element")
If you enter the same material several times, only the lastest (lowest in the list) will be taken into consideration.

The bold is what i wou;d like to see in tht column in the settings for autocrafting.

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Action Autofishing Adv

Action Autofishing Adv also usses up 3 Auto Fishing Doll MK-II per batch, its not included in the Craft Calculator.

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Good Suggestion

Good suggestion, the fixed price (when available) is displayed in the right list now.

Auto Fishing Doll MK-II added to Action: Fishing [Adv] craft, thank you for the report :)

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Np at all, glad i could help

Np at all, glad i could help :)

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Brush

Great site, very useful...

The workload on Brush is incorrect...

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Brush workload

One more unspecified change, thank you for reporting it :)

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Price per unit

I would like to see the price per unit, now instead i constantly have to change the ammount produced to 1, would be much nicer if its there allready :)

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Price per unit

I checked the database, and here a few stats:

  • 877 craftable items at total
  • 521 have a batch of 1 (price per unit = default item quantity)
  • 201 have a batch of 10 (just divide per 10...)
  • 13 have a batch of 100 (just divide per 100...)

So, the price per unit is instant to see (without changing item quantity) for a very large part of the items.
That's why I don't think it's necessary to add a new line of data just for show this info.

But if many other crafters feel they need, ok I'll do it.

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Superalloy Bullet

I love theis craft calculator BUT: the super alloy bullet is missing.

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Superalloy Bullet cannot be crafted

Superalloy Bullet cannot be crafted, see Game Info -> Item -> Bullet -> Superalloy Bullet.

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I love this thing!

I love this thing! Awesome!

There is a very small error in the XP calculation. Example: Stationary 1 (0 XP) to 10. Craft calculator says I need to craft 259. I craft 260, and am 8 XP short of my goal: I have 3120 XP instead of 3128.

Several resources have a default value of 0, which throws default price calculation off. Example is Mandragora.

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Stationery workloads

Thank you for the report. It wasn't an error in the XP calculation, but Ndoors (again) modified workload values for Stationary crafts. For example Papyrus workload decreased from 6050 to 6000.
So I checked and updated all these workloads.

Regarding items that cannot be crafted and doesn't have a fixed price, yes, there is no other choice that giving them a default value of 0.

Joined: 03/30/2009
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Deluxe Ink Bottle under

Deluxe Ink Bottle under stationary level 33 shows experience at 4240 when it is actually only 424 per batch

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Deluxe Ink Bottle workload

Deluxe Ink Bottle workload has been corrected (21200 instead of 212000), so is the experience. Thank you brangeorge.

Joined: 10/27/2008
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Beta 2.20

Beta 2.20 has a new feature (made from a user's suggestion): if you specify a value superior to 100 in your skill level, the Calculator will considerer it as your experience (not your level). It may be useful to calculate the exact amount of items your need to reach the next level.

Example:

Craft level 20 is 38,331 xp and level 21 is 46,224 xp.
You're level 20 in Tool with 42,000 experience points.

If you let the "20" in Your [S]kill level/xp, the Craft Calculator will tell you that you need 40 Mithril Ingot to reach level 21.

If you specify "42000", the number falls to 22.

Note: however you can only save skill levels, not experience points.

Joined: 03/30/2009
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thanks

Awesome job with the site man, I'm loving it! Craft calculator just rox!!

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Walachia Bow is wrong. It

Walachia Bow is wrong. It takes 5 Silver Ore, not 10, and 15 Sea Element Shard instead of 10

Joined: 10/27/2008
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Server: Macedon
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New patch changed things

The new patch changed a lot of things. That's why I closed the Craft Calculator as long as I didn't updated the data.

Joined: 04/15/2009
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Closed

Awesome tool, I will certainly miss it while it is being updated. However, I say take whatever time you need. Such effort is well worth any wait.

__________________

It is easy to stand head and shoulder above those with no backbone!

Joined: 01/05/2009
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Suggestion on Crafting Calculator

I have to say I love the Crafting Calculaor it really helps speed up crafting.

The only suggestion i would have is making a shopping list.

There has been a few times i have had to look up an item 6-7 times for a single job.

What I would love to see is;

A drop down that allows you to pick how far in depth you want to go into the crafting.
A button that will make a "Shopping List". A shopping List being the total of each item you need depending on how many you make and how far in depth you go.

I know it might be difficult but that would put the calculator over the top in my opinion.

Joined: 10/27/2008
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it might be difficult

Quote:
it might be difficult

You're so right that I won't try coding it.
By the way, I think it would be quite hard/heavy to use too.

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Update completed

The craft database has been updated to match the patch.
If you see some errors, please report them.

However, some items have been deleted or replaced in-game. I ran a script to handle that in your user-prices, but you should check them (especially medicine materials).

Joined: 12/15/2008
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Just wanted to say that I

Just wanted to say that I absolutely LOVE it. Thank you thank you thank you so much. I was using a pretty involved spread sheet which is good for some things like updated pricing, but was still a pain to use. Even though you often don't reflect market fluctuations which would be impossible for all servers, the calculator greatly speeds up my calculating costs, quantities and XP. Again THANK YOU!

Joined: 10/27/2008
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Thank you Maleth

Thank you Maleth.

About 500 players like you use the Craft Calculator daily, that's why it's one of the priorities on AOP.

Joined: 01/21/2009
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Crafting Cherry Tree

Not too sure if it's just a promotional craft (like the chocolate was during Valentine's Day), but you can now Craft "Cherry Trees". Here's some of the info:

Building Level: 5
Batch: 1
Workload: 10,000,000

Ingredients:
Small Tree Branch: 50
Thick Tree Branch: 70
Cherry Tree Leaf (Fixed Price: 50,000): 12
Cherry Tree Stem (Fixed Price: 100,000): 5
Cherry Tree Root (Fixed Price: 2,000,000): 6

As to how to obtain the Cherry Tree Leaf/Stem/Root outside of market, I do not know, but I'm sure other user of AOP have that info (^_^).

Joined: 10/27/2008
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No event stuff

Except basic info on event monster -which remain ingame- we don't add event stuff. That's why the Cherry Tree isn't available in the Craft Calculator.
But thanks for noticing it ;)

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Understand

Okay. I wasn't sure if the tree was an Event Item or not.

Joined: 11/27/2008
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cost per unit

the calculator already have the total cost.
it would be better if u can include cost per unit too.

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Re: cost per unit

To see the cost per unit, you just have to set the item quantity to 1, data (including cost) will be updated.

By the way (quote of an older answer on this topic):

Quote:
I checked the database, and here a few stats:

  • 877 craftable items at total
  • 521 have a batch of 1 (price per unit = default item quantity)
  • 201 have a batch of 10 (just divide per 10...)
  • 13 have a batch of 100 (just divide per 100...)

So, the price per unit is instant to see (without changing item quantity) for a very large part of the items.
That's why I don't think it's necessary to add a new line of data just for show this info.

Joined: 03/03/2009
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small error

Imitation Oriharukon, you have it down as 8,900,000 workload, its actually 5,000,000. I think that must have changed in the last patch.

:D

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Imitation Oriharukon workload

Thank you GinjaNinja, the Imitation Oriharukon workload is updated.

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Class B Books Adv

Hi^^

data for the All books Adv of Merc class B are not displayed, so when i choose War Cry Adv, Toxic sword Adv, Blood revenge Adv, blazing earth Adv or freezing atmospher Adv, textfields of components still empty or with those from my previous choice

Joined: 02/04/2009
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yeah, I've noticed that too.

yeah, I've noticed that too. T_T

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Class B Books Adv bug [fixed]

Very weird bug indeed.

The data in database seem to be right (see the page War Cry [Adv]), but it doesn't load correctly in the Craft Editor.
Moreover the craft is the same as War Cry [Int] (except the Beg books -> Int) which works fine.

I'm searching...

[A bit later...

Fixed: The problem was the length of the craft, Class B [Adv] Books are the longest crafts in the database, or any other content on AOP. So I had to modify it to allow it.]

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Iron-Clad Cannonball Materials

Iron Ore needed is 7 for every 100. All others are same amounts.

Joined: 10/27/2008
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Re: Iron-Clad Cannonball Materials

Iron Ore quantity corrected, thanks!

Joined: 06/10/2009
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Thank you for creating

Thank you for such a useful website/page.

Joined: 01/03/2009
IGN: Nemes
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Jiuyodian dans

Jiuyodian dans medecine
maintenant ce sont des pack de 10, 13M WL

il n'y a plus d'oriental mushroom

Joined: 10/27/2008
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Jiuyodian

I'm not sure I understood you message (what is 10, 13M WL ?).
Indeed, I saw no change about Jiuyodian and Oriental Mushroom is still a material in many crafts.

Joined: 01/03/2009
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oui il y a les oriental...

oui il y a les oriental... j'avais pas reçu le deuxieme mail IG dsl
j'ai monté le skill pour verifier, voici le screenshot :

http://img31.imageshack.us/img31/1064/atlantica20090622091344.jpg

Joined: 05/29/2009
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love d calc!

love ur calculator, made things a lot easier for me lots of times! thanks!

just would like to ask, if ur going to put the poison off-hands in? am asking cuz the history wrote tt d calc's updated to match d patch on june 19? would be great if ur working on it =)

thanks again!! =D

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Poisonous projectiles

Thanks for reporting that.

The items were added (Poisonous Arrow, Poisonous Bullet, Poisonous Cannonball) but I had forgotten their crafting info :)

Joined: 06/24/2009
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Phoenix

Some phoenix's equips like chain glove is wrong.

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Server: Macedon
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Re: Phoenix

I think it's ok now.

Joined: 06/24/2009
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It's still with errors mainly

It's still with errors mainly in the amount of phoenix feather, flame element and oriental mushroom, revise all nix's equips.

[]´s

Joined: 06/24/2009
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Server: Mycenae
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Nice now xD thx

Nice now xD

thx

Joined: 06/27/2009
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Auto-Craft MK-1 and MK-2

Auto-Craft MK-1 and MK-2 dolls are missing. :]

Joined: 10/27/2008
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Re: Auto-Craft MK-1 and MK-2

Indeed, they renamed these items (all info -including craft - are the same):

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Ah, alright. Thanks a lot. :]

Ah, alright. Thanks a lot. :]

Joined: 06/05/2009
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Recipe mistake

The recipe for barley bimbimbap is wrong.
You have 65 barley, 15 salt, and 5 sesame oil.
The correct recipe is 60 barley, 20 salt, and 5 sesame oil.

Joined: 10/27/2008
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Server: Macedon
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Food craft

Thanks cosumel.

Ndoors changed other food crafts too, so I checked them all.

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I have a fairly simple

I have a fairly simple suggestion that would be quite useful for us crafters who are out for the profit:

Make the craft window for an item display the (price of item - price of materials)/workload, i.e. the profit per workload, since this is the relevant quantity for what the most profitable item to craft is.

To make life easier it would also be nice if you included a way to set the market price of the item being crafted on the craft page for the item (like you can for it's materials). Or maybe this is already an option I'm just not aware of.

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Workload yield

I added the Workload yield, with the same formula as the XP yield so as to avoid confusion: 1000*Workload/cost

Regarding the market prices of crafted items, it could increase the price list a lot (both for the user and the program). Indeed there are about 450 materials for 900 craftable items, and a small part of these craftable items can be materials too. So it will require a deeper modification in the code, and a different organization.

Joined: 06/23/2009
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Well that was quick ;).

Well that was quick ;). Although not really what I had in mind. What is the "cost" you are dividing by - the material's cost? In that case, wouldn't this be just another measure of what is the best item to craft to increase xp per amount spent be, like XP yield?

My idea was to divide the profit - how much money you'd sell an item for minus the material's cost, by the workload - which gives you what the most profitable thing to make is per workload.

And the other part of your comment I don't understand - there is a price to craft an item (per batch at least) which the code already calculates by adding up the mats. However, if that crafted item is then used in other crafts, you can go to the page for that other craft and set it's value to something else.

I.e. for multi-hued crystal shards craft the cost per batch is something like 400K (i.e. 80K per item) with the crystal prices I've set. But then I can go to the multi-hued crystal page which uses shards, and set the price per shard to 100K (which is the market price). So the code does keep a value of the item (if it's set manually), and can calculate it's value from the mats if it can be crafted, which are the two numbers you have to substract to get the profit.

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Re: Well that was quick

Quote:
What is the "cost" you are dividing by - the material's cost? In that case, wouldn't this be just another measure of what is the best item to craft to increase xp per amount spent be, like XP yield?

Cost = Material's cost
And you're right, the WorkLoad_yield is redundant with the XP_yield, so I removed it. I didn't have the prophet's concentrate buff when I did it ;)

Quote:
I.e. for multi-hued crystal shards craft the cost per batch is something like 400K (i.e. 80K per item) with the crystal prices I've set. But then I can go to the multi-hued crystal page which uses shards, and set the price per shard to 100K (which is the market price). So the code does keep a value of the item (if it's set manually), and can calculate it's value from the mats if it can be crafted, which are the two numbers you have to substract to get the profit.

Without this example, I think I'd never have understood what you meant :)
I believed you wanted something as (for a Phoenix Spear for example): possibility to set the market price of Phoenix Spear, then Calculate (this price - crafted price)/workload

I'm seeing what I can do.
Presently the code always uses the following priority: 1)Price you specified 2)Crafting cost 3)Market fixed price
I have to improve it so as to do the same, by ignoring the 1) Unfortunately it's harder than it seems.

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Yeah my explanations can

Yeah my explanations can sometimes be a bit off, just ask the students I'm TAing heh. Anyways, so long as the code actually stores all 3 numbers it shouldn't be too bad. Now if the price the player sets overwrites the crafting cost price, that might be rather annoying, as you'd have to either recalculate the material price to obtain the profit/workload, or store it in some other position.

At least so I'd imagine, I've only ever coded in C++ myself ;).

Another thing that might be useful in this vein further down the line is to calculate the (crafting cost - dismantle product price)/workload for items that can be dismantled, for people interested in making stuff to dismantle. The problem with that is that at least as far as I'm aware there are no solid numbers on how many items you get when you dismantle (it's random, but if the range is known you could average over it, but the range is not known as far as I know).

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Other Problem

Quote:
I.e. for multi-hued crystal shards craft the cost per batch is something like 400K (i.e. 80K per item) with the crystal prices I've set. But then I can go to the multi-hued crystal page which uses shards, and set the price per shard to 100K (which is the market price). So the code does keep a value of the item (if it's set manually), and can calculate it's value from the mats if it can be crafted, which are the two numbers you have to substract to get the profit.

The problem is: if I calculate the price of Multi-hued Crystal ignoring your "manual" values (the 1)),
Quote:
1)Price you specified 2)Crafting cost 3)Market fixed price

it will calculate the crafting cost using the market fixed prices for ashen/giant/dragon/etc crystals. And not the low-cost prices you specified for these materials.

The obvious solution which comes in mind is: "Just take the lowest value between 1) 2) 3)".

Some players (usually with low-level skills) prefer to craft at higher value just because of the xp earned (crafting the materials). For example, if the market price of Multi-Hued Crystal shard is 80k, but need 100k to craft it (because of the ashen/giant/etc crystal prices), this difference of 20k must be taken into consideration into the profit (both XP_yield and profit/workload).

Some players (usually with high-level skills) don't craft anymore low-level items, whatever are the profits. Because they are too lazzy, or require too many items to store, or they got them by guild craft, or the skills related to crafted materials aren't interesting, etc.

Some players make a mix between the two behaviors described above.

That implies many ways to calculate this MyProfit/Workload.

That's why (I remember now), I had chosen the "default" priority "1)Price you specified 2)Crafting cost 3)Market fixed price", which is the best way to satisfy the majority.

To answer specific requests (as yours), the solution could be to have the possibility to check for each material: use 1)My Price 2)My Crafting Cost 3)Market fixe price
Maybe the next version of the Calculator (on the new website), will provide this feature.
(or you may have a bright idea to suggest!)

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Hmm. I'm not sure I

Hmm. I'm not sure I understand - certainly people may not be interested in the profit(or loss) in crrafting an item, but it doesn't change what it is - it's the market value of an item, minus the market value of it's components. If that's a positive number, it's the money you make per item when crafting it, if it turns out that's a negative number, it's the loss.

And then I suggest dividing it by workload - if it's a positive number this would show you which is the most profitable item to make per workload, and you should craft the item with the highest value. If it's a negative number, then it would also tell you how much money you're loosing per workload (which is directly related to craft experience) - and here you'd be looking for the smallest number in absolute value, to limit your losses while maximizing XP.

To make a random example, let's say phoenix spear and sword use the same amount of mats, which cost 1 mil. But, spear requires 2million workload, and sword requires 1 million workload - at this point it looks like spear is the better one to craft, as far as lvling your skill. However, what if spear sells for 400K and sword sells for 800K? Then you'd be loosing 600K per spear craft, and 200K per sword craft. So you can make 3 swords and loose the same amount of money as making one spear, but you'd be gaining xp from 3 million workload with the swords, rather then 2 million from the one spear - so the sword actually gives 50% extra xp for the same money lost. This is exactly what the proposed profit/workload value would show, in this case it's:

(0.4mil-1mil)/2mil=-0.3 for spear
and (0.8mil-1mil)/1mil=-0.2 for sword, meaning that you'd get 50% more xp per gold lost crafting sword rather then spear, which you can see with my example of 3 swords vs 1 spear.

Whether you're out to get a profit or just to level your skill, so long as you're actually selling your product this should be what you're concerned with ;).

Now how easy or not it is to calculate with how your code is set up, I have no idea. Or for that matter, how many people would understand it well enough to appreciate it.. heh.

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Understood or not?

So, what you're asking is finally this?

Quote:
I believed you wanted something as (for a Phoenix Spear for example): possibility to set the market price of Phoenix Spear, then Calculate (this price - crafted price)/workload

Feature I commented a bit below:
Quote:
Regarding the market prices of crafted items, it could increase the price list a lot (both for the user and the program). Indeed there are about 450 materials for 900 craftable items, and a small part of these craftable items can be materials too. So it will require a deeper modification in the code, and a different organization.

And the example I gave in my last message is still problematic too.
Try to (re)explain it:

Let's say you want to see your profit with Multi-Hued Crystal Shard.
You set the prices for the materials (ashen/giant/etc crystal), result is 80K per shard. You set its market price to 100k, so the profit is 20k per shard, that you can divide by workload if you want.

Now let's say you want to do the same with Multi-Hued Crystal.
Multi-Hued Crystal Shard is one of the materials. By default the program will use your market price, so 100k (instead of 80k). If I change the code to ignore your market prices, the crafted price will be 120k (using fixed market prices for the ashen/giant/etc crystals).

By the way if you craft Multi-Hued Crystal Shards in order to use them by crafting Multi-Hued Crystals, the workload of Multi-Hued Crystal Shards (as it's the same skill: Crystal) should be taken into consideration into the profit/workload.

Now let's consider my explanation from:

Quote:
The obvious solution which comes in mind is: "Just take the lowest value between 1) 2) 3)".

to the end.

Secrets of Time: Sea of Clouds Tower
requires 10 Multi-Hued Crystals, whose cost is very low comparing to the other materials.

1) Some players will want to use the crafted cost (these 80k for Multi-Hued Crystals), because they will craft them in order to raise their Crystal skill. To have this behavior, they set no price (in the Calculator) for Multi-Hued Crystal (or they set it at the same value as the crafted cost). And they will want the profit/workload to use this value.

2) Some players will want to use the personal market price (these 100k for Multi-Hued Crystals), because they won't craft it for various reasons - even if they could. To have this behavior, they set the price for Multi-Hued Crystal to 100k. And they will want the profit/workload to use this value.

Secrets of Time: Sea of Clouds Tower requires other materials too, some players will want the Calculator always use the (1) behavior, other players will want the (2) and some a mix between (1) and (2).

All these variations can (strongly) change the cost of materials in your final equation:
(market price - cost of materials) / workload

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I don't understand your first

I don't understand your first example: why could you not set it to use the market price you set for the shards as the material's price when you're crafting the crystal? That is the effective profit of the step when you craft the crystal - whether you're buying the shards or crafting/aquiring them in any other manner, it's effectively the price you're paying for them since you're using them up instead of selling them on the market.

This also relates to your choice between 1 and 2 on the secrets of time example. In reality, the price they should want to use is always 2) - since that's the market price of the shards. Even if you're crafting them yourself (or farming them yourself, or whatever), the market price is the money you're giving up by using them in the next craft as opposed to selling them, so that should always be used, not the material price.

Now someone might like to know what the averaged profit is over a chain (or rather tree) of crafts if they craft every piece. In principle this could be done but it would be more annoying to implement and really I think knowing the profit at each step is more then enough.

For example at this point on my server I can make almost 10x as much profit/workload by making MH crystals and selling them, rather then shards, so I buy the shards and only spend my workload on crystals, and sell those instead of crafting the shards too. I could of course craft the shards too, but that would lower my profit compared to just buying them and crafting the more profitable piece.

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Because

Quote:
I don't understand your first example: why could you not set it to use the market price you set for the shards as the material's price when you're crafting the crystal? That is the effective profit of the step when you craft the crystal - whether you're buying the shards or crafting/aquiring them in any other manner, it's effectively the price you're paying for them since you're using them up instead of selling them on the market.

If market price for the shards are 500k
and their crafted cost is 400K
and market price for the Multi-Hued Crystal is 900k
Using market price the raw profit will be: (900 - 500 - OtherMats) / (MHC_Workload)
Using crafted cost for the MHC the raw profit will be: (900 - 400 - OtherMats) / (MHC_Workload + MHCS_Workload)
and the "ajusted" profit: (900 - (500-400) - OtherMats) / (MHC_Workload + MHCS_Workload)
So I don't understand your:
Quote:
Even if you're crafting them yourself (or farming them yourself, or whatever), the market price is the money you're giving up by using them in the next craft as opposed to selling them

If a user obtained his crystals from Independant merc (category: same as farming), he sets the price to 0. So he's giving up 500-0=500k by using them in the next craft as opposed to selling them.
If a user crafts his crystals, he sets the price to 400k (or doesn't set it). So he's giving up 500-400=100k by using them in the next craft as opposed to selling them.
If a user buys his crystals, he sets the price to 500k. So he's giving up 500-500=0k by using them in the next craft as opposed to selling them.
The price an user set in his/her profile isn't necessary the current market price, how to figure out the profit?

Quote:
For example at this point on my server I can make almost 10x as much profit/workload by making MH crystals and selling them, rather then shards, so I buy the shards and only spend my workload on crystals, and sell those instead of crafting the shards too. I could of course craft the shards too, but that would lower my profit compared to just buying them and crafting the more profitable piece.

Indeed the way you craft (buying materials to have the best profit/workload for advanded items) and the way you use the Calculator (recorded prices = market prices), the profit/workload you proposed would be right.
But it would give wrong info to others.

Joined: 06/23/2009
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Look it doesn't matter where

Look it doesn't matter where you get your materials - crafting, independant mercenary, someone gave you, farming, market, etc. Just because you farmed them yourself doesn't make their cost "0", or crafting them their cost their mat price. By using them, instead of selling them on the market, you are effectively paying the market price for them, at least when you are considering whether crafting the item for which they are mats nets you a profit and what that profit is. How you actually came by them is irrelevant. There's no way this gives the "wrong" info to anyone - it gives them their profit *from the craft itself*, with no other factors.

How much money they made because they farmed the materials, or crafted them previously, or their ind. merc gave it to them or whatever is a separate issue from how much money they are making by using x materials to craft y item. It's not an uncommon misconception (if I only had a dollar for everyone on WoW who claims that if they farm their own pots it makes them "free").

Now of course it's certainly possible that people don't give a damn if they are making or loosing money and how much, on a craft, but then they can ignore it heh.

A bigger problem indeed is that the price may well not be exactly the market price, but that can be fixed on the user end if the user cares alot about it, and in practice giving a roughly average price for an item works fine, since prices fluctuate in any case.

Joined: 10/27/2008
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Different conceptions

I understand your logic, but you have to understand that many players have different conceptions of the craft - and the game.
I looked at the database, 10% of user-defined prices are set to 0. I didn't watch it, but I guess we'll see more and more (expensive) materials set to "0" because of the Jackpot system.

Quote:
It's not an uncommon misconception (if I only had a dollar for everyone on WoW who claims that if they farm their own pots it makes them "free")

As far as they spend 0 gold to craft their pots, it's mathematically free.
For people (like you), who play gold and "optimize" their time, it's a misconception because the time this player farms their pots (or the mats to craft them), you can make much more money, enough to buy these pots + additionnal gold.
But some players wouldn't be motivated to farm anything if they didn't have these pots to obtain. They wouldn't connect or would stay in Town to chat, who knows. For this type of player, it's your way of thinking which is a misconception.
Each one is right from his point of view.

A large part of the crafters who set define prices in the Craft Calculator use it this way:

  • Set the materials at the lowest market price, or 0 if it's a common item (ex: looted from daily ind dungeon)
  • Often (but not always, hard to found out the ratio) craft materials what can be crafted, because they can level other skills at the same time
  • Look at the final cost and compare it to the current market price, to see if they can earn money
  • Look at the XP_yield to find out the best item to craft, because their main interest is to reach highest skill level and so best items to craft

I cannot display a value with the comment "This value is useful to the few users who set all materials to the Market Price, and want to know the profit *from the craft itself*, with no other factors. Else ignore it". This feature would also require to handle ~800 additionnal items (that aren't materials, but "final" crafted items) without making the tool heavier.

Joined: 06/23/2009
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Well like I said, if they

Well like I said, if they don't care about making money from crafting, that's perfectly fine. I can certainly respect that point of view. And there are plenty of activities in game that I would never do even though technically it can be the most effective use of my time (like for example Goncourt which I find far too annoying). And I certainly know people who find the current version of the craft calculator too complicated and confusing to use and simply craft what they feel like they need and don't worry much about it. All that doesn't change what's relevant if you are interested in making money from crafting.

And really I'm if anything surprised that even 10% of the 0 price items are set to some value, most people don't use anywhere even close to all crafts and many items are simply not used in alot of crafts. Not to mention that most items without a fixed price are high lvl - I probably don't have more then 10% of items without a fixed price set to some value.

Lastly the XP_yield is like I already pointed out a rather bad number to use if you're interested in lvling up your skill cheaply since unless you're throwing the item away afterwards you're going to sell it and hence things with a lower XP_yield but higher selling price may well be a much cheaper way to level.

In any case, if it is actually difficult to implement that's another problem and it's up to you what's a useful way to spend your time heh. At this point it's not like it's a particularly difficult calculations to do in my head.

Joined: 10/27/2008
IGN: Muwing
Server: Macedon
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Use

Quote:
And I certainly know people who find the current version of the craft calculator too complicated and confusing to use

Indeed, even if more and more players use it.
Every developpers must face this problem and find a good balancing between features and usability.
That's why I don't implement your request for now, as I estimate it would be useful for a (too) small minority and harm a bit to the majority (more confusing, page heavier to load/use, ...).
I'm almost sure it would have taken less time to code it, than thinking and writing my messages here.
But your request makes part of the feedbacks (see my third answer) which will bias the evolution of the tool.

Quote:
And really I'm if anything surprised that even 10% of the 0 price items are set to some value, most people don't use anywhere even close to all crafts and many items are simply not used in alot of crafts.

What I said is: "10% of user-defined prices are set to 0".
Currently, users can only set the price of the 450 materials involved in crafting.
Stats from the database (all values rounded): 350 users recorded 7.000 prices (so 20 items / user), 700 of these prices equal to 0 (so 10%).

Joined: 07/27/2009
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titles

Is there a way to implement Night Ruler, Chef, and Hand of God in to craft calculator. I am kind of curious how much of a effect they have ACing, if any?

Joined: 10/27/2008
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Re: Titles

As far as I know, Titles don't modify auto-crafting, they only increase the Workload earned after each battle.
But I may be wrong, someone can confirm?

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Titles

Just got a confirmation from GM Albert after submitting a ticket yesterday that "The effect is both for fighting mobs and auto-crafting."

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Titles implemented

Thank you Dayis, Titles are now implemented (under the Settings).

Joined: 06/07/2009
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If Titles add to the

If Titles add to the auto-crafting workload, does the bonus granted by being in a high level guild do the same?
Is there a table that shows how much workload is generated by what level auto-craft you have (I will compare my findings if there is).

Joined: 07/27/2009
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title

Not sure how you could update this, because it is kind of hard to explain. If you have a workload that exceeds 24 hours does the current title account for multiple uses? If i have armor that i want to make that has a 97m workload and is going to take me 62 hours. Does using the title account for title resets at the beginning of the day? Also i think the titles should have check boxes or a way to account if i use hand of god, chef and night ruler all three could be accounted for in a 24 hour period.

Joined: 10/27/2008
IGN: Muwing
Server: Macedon
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Code Freeze

I didn't announce it yet, but I won't modify the code anymore - except if it's very fast to do.
Indeed, I'm focusing on the new website, and merging the tools (especially the Craft Calculator) will require a deep rewriting.
So I take your suggestion(s) for the new version, but the AOP's Calculator shouldn't evolve anymore.

Joined: 07/14/2009
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Server: Macedon
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Books

Hi, I've been using the craft calculator for a bit of time now and would like to say how awesome it is. Its been very helpful in calculating costs, though there is a bit of a learning curve.

However I would like to point out that there seems to be a mistake in the book crafting section.
Freezing Atmos II and III lvl 60- it should be 57 and 58

Everything else seems fine.

Joined: 10/27/2008
IGN: Muwing
Server: Macedon
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Re: Books

Corrected, thanks for the report.

Joined: 01/21/2009
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Assassin's Instrument Required Level Field

In the left column, where you have the craft information of the selected item, Assassin's Instrument shows "undefined 15." Everything else about the item, including that it refers to the Instrument Skill on the right, is correct and/or works.

Update: As I was looking at the rest of the instruments and power saw items have the same error.

Joined: 08/26/2009
IGN: Daxon
Server: Thebes
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Bug: Incorrect "items to level".

Hi, I think there's a small bug in the number of items to next level. Try this data:

current experience: 52788
crafting item: destroyer's greaves (254 xp per item)
items to level 25

This shows me 179 items. My math indicates more like 154 items. Can you double check this? Thanks!

Joined: 10/27/2008
IGN: Muwing
Server: Macedon
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Re: Items to level

Indeed this bug occured when arrows were used AFTER setting up a experience value (not a level). In every other cases, or if the experience was set after choosing the level to reach, it worked fine.

Thanks for the report, bug fixed.

Joined: 09/09/2009
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Server: Thebes
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Bow lvl problem

I set my bow skill lvl to 44 auto craft to 30 and when i increase target lvl it resets to 45 after 65 (doesnt allow me to set let's say 70 as target lvl)

BTW this is a great tool keep it up!

Joined: 10/27/2008
IGN: Muwing
Server: Macedon
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Expected behavior

That's the expected behavior: the target level to reach auto-loops at skill_level + 20 to avoid some errors.

A few players may want to craft more than 12.000 Amon's bow in a row to do level 44=>64+ ; but they it's not worth to adapt the Craft Calculator for this extreme situation.

Joined: 06/09/2009
IGN: Torke
Server: Delphi
Guild: VisionDivine ~ Guild leader
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error in Crafting materials

error in Crafting materials for freezing shoes
Frozen soul req are 20, u got 30

And Freezing Chain boots require 72 shoes skill

[Muwing: corrected, thanks]

Joined: 05/01/2009
Server: Thebes
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any chance of imputting the

any chance of inputting the newly added items:
-Neclaces
-Rings
-Food
-Action skills (V)
-New ammo types (cannonball/arrow/bullet)
-New minstrel Book types+Book lvl V's
-New Higher lvl Fishing gear
-Weapons over lvl 120
-Equipment over lvl 120

:) i know this will take a while but just thought id mention it since its been a few weeks since the last "big" update has been applied on Atlantica.

Joined: 10/27/2008
IGN: Muwing
Server: Macedon
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No chance

No chance.

AOP won't be updated anymore, I announced it a long time ago.
I should add a Craft Calculator on the new website, the item/craft database is already complete.
But I can't guarantee, it will depend on how my future evolves.

Joined: 08/06/2009
User offline. Last seen 8 weeks 2 days ago.
Additional deviations

I don't expect you to change anything till the new site goes live. I'm just posting so you can easily do the changes once you're ready.

Flame Sword [III]:
Batch size is 10 not 20

Joined: 11/01/2009
User offline. Last seen 34 weeks 5 days ago.
same request as nethstar

same request as nethstar (adding the new objects of the september patch).
You talk of a new website since july. Is there actually an available link to it please?
Or isn't it available?

Some adds that could be good in your future calculator (just suggestions):
- cost per item
- items per hour (due to your lvl in crafting)
- actual cost on the market (entering it by the interface)
- profit per item
- profit per hour (the most important for the ones that craft for making money :) )

Joined: 10/27/2008
IGN: Muwing
Server: Macedon
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Re: new site

Quote:
You talk of a new website since july. Is there actually an available link to it please?
Or isn't it available?

See the first news on the AOP's homepage.

There also is a link inside the top menu (Atlantica-db.com) and this mention:

Quote:
10/27: A new website is available at http://www.atlantica-db.com/

Plus the fact that almost every links on AOP (except quests) are redirected to the new site.

Regarding the Craft Calculator (or else), I mentioned it in the Official release news:

Quote:
I could continue to add new pages, more information and new features to the site ; but when we have no money income (no job) such a behavior would be insane.
Maybe I'll add a few things when I have some (coding) components to experiment (for example, I have a draft for a new Craft Calculator, but I don't think I'll finish it).
Some minor changes - fast to implement - and patch updates will be done too.

Joined: 10/26/2009
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Server: Mycenae
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report

soorry alright, just read more..........

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IGN: DMG
Server: Argos
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Missing content

Scrolls lvl V is missing

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IGN: Flammicus
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materials

great calculator

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Materials for Antidote [II] is wrong

In game and on the database, the materials for Antidote [II] is 10 ginseng and 10 green mold. The calculator has it as 20 green mold. This creates a small difference in price.

Joined: 04/09/2010
Server: Thebes
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Just a simple request (i

Just a simple request (i think/hope)... but would it be possible to save "skill experience" values rather than just "skill level" values in our craft settings?

Just wondering, because the difference between leveling at higher levels is substantial, and i end up having to go in and adjust this value every time i open the calculator (for precision) and that kind of ruins the whole point of entering it in my settings in the first place... =/

I don't know how difficult it would be to implement, but it'd be wonderful if it could be done without to much of a time investment on your end.

Joined: 04/25/2010
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Awesome work. Im noticed

Awesome work. Im noticed there some high lv crystal without implement, i hope have time for it someday.

Joined: 07/04/2010
IGN: Fininho
Server: Macedon
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crat time

can u add the guild % bonus? that whould change a litle the time craft, cause my guild give me a bonus of 9% on workload...

Joined: 07/09/2010
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One Hour Payday Loan - Get Quick Money In Between Two Paydays

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one hour payday loan

Joined: 08/16/2010
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Server: Thebes
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Updates?

When was the last time this was updated? It seems that there are a lot of things in game now that aren't in the database. Is there anyway I can help get the new stuff into the database?

Joined: 08/30/2010
Server: Argos
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HI, is it possible to update

HI,

is it possible to update the "recipies" to reflect the correct workload ?

I could contribute for the crafts I can do

cheers