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What's Meticulous Disassembly

  • virtus753
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    lillybit wrote: »
    virtus753 wrote: »
    Yes, I filed a bug report the first week regarding the zero tempers in blacksmithing, clothing, and jewelrycrafting.

    I also filed a bug report this week because the updated tooltip still makes no sense for a crafter with maxed extraction passives. It continues to refer to “more powerful” tempers of each category, but there are no more powerful tempers than gold, which can already be unlocked of course with 3/3 in the extraction skill point passives. Once that last level is unlocked in all four crafts, the node is worthless if its tooltip is to be believed.

    Is this node supposed to give more of those tempers? Or is it just an alternative to using skill points? They really need to clarify this.

    You never know, maybe it's for a future update when they plan on bringing out mats for mythic upgrades!

    I wouldn’t be surprised to see that down the line, but any future update like that is well in the future. The node needs to be functional and its tooltip coherent in the next 23 days.

    If this node is just going to be redundant on a toon with 3/3 extraction passives, at least for now, I’d be happy to put those 100 CP into something actually worthwhile. But we need to know either way.
  • commdt
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    So it is released now and what does it actually do? Couldnt find any specific information
    Rawr
  • starkerealm
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    commdt wrote: »
    So it is released now and what does it actually do? Couldnt find any specific information

    In theory... it adds a hidden +1 to all four extraction passives. So, if you're 2/3 in each, it would bump you up to 3/3. If you're already at 3/3 it should bump you to 4/3? Or, it doesn't do anything. It's really unclear at this point.
  • commdt
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    Well, then it would be good if @ZOS_GinaBruno could clarify it a bit. Not the exact formula, but at least does it do anything if you already have all crafting passives maxed out? The problem is that it is slottable, so you must sacrifice something to use it
    Rawr
  • virtus753
    virtus753
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    commdt wrote: »
    Well, then it would be good if @ZOS_GinaBruno could clarify it a bit. Not the exact formula, but at least does it do anything if you already have all crafting passives maxed out? The problem is that it is slottable, so you must sacrifice something to use it

    Earlier in this thread it was shown that it does add an effective level to 3/3 to make it about 4/3. More specifically, it increases temper yields by around 12.5% compared to 3/3 extraction alone:

    https://forums.elderscrollsonline.com/en/discussion/562770/meticulous-disassembly-still-broken-in-6-3-4-for-jc-other-craft-not-tested

    Gina already confirmed it’s meant to stack with maxed extraction passives in the patch notes for 6.3.4, the last incremental before Update 29 hit live. She explained that it would increase drop rates for tempers even above the 3/3 extraction rate, but she added that it wasn’t feasible to include a specific number as to how big an increase because that depends on how many extraction passives you have for each craft and differs depending on the color of the temper as well.
    Edited by virtus753 on March 9, 2021 11:34AM
  • commdt
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    Thanks! Now it is clear. Sorry, Im a returning player so I didnt pay attention to PTS cycle
    Rawr
  • virtus753
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    commdt wrote: »
    Thanks! Now it is clear. Sorry, Im a returning player so I didnt pay attention to PTS cycle

    No worries! I understand wanting clarification.

    Here is the link to 6.3.4, if you want to see the original note:

    https://forums.elderscrollsonline.com/en/discussion/562719/pts-patch-notes-v6-3-4
  • starkerealm
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    virtus753 wrote: »
    commdt wrote: »
    Well, then it would be good if @ZOS_GinaBruno could clarify it a bit. Not the exact formula, but at least does it do anything if you already have all crafting passives maxed out? The problem is that it is slottable, so you must sacrifice something to use it

    Earlier in this thread it was shown that it does add an effective level to 3/3 to make it about 4/3. More specifically, it increases temper yields by around 12.5% compared to 3/3 extraction alone:

    https://forums.elderscrollsonline.com/en/discussion/562770/meticulous-disassembly-still-broken-in-6-3-4-for-jc-other-craft-not-tested

    Gina already confirmed it’s meant to stack with maxed extraction passives in the patch notes for 6.3.4, the last incremental before Update 29 hit live. She explained that it would increase drop rates for tempers even above the 3/3 extraction rate, but she added that it wasn’t feasible to include a specific number as to how big an increase because that depends on how many extraction passives you have for each craft and differs depending on the color of the temper as well.

    The problem with that 12.5% number is, it ends up falling inside the margin of error. Data was collected using 80k raw materials, which means 8k refinements. The drop rate for materials did not appear to meaningfully change during 10k material refinement batches. (Noteworthy, because the multi-refine is limited to 10k items.) (We're talking about a difference between 3% and 3.375% for gold materials.)

    So, it's supposed to increase the drop rate. Does it? I dunno.
  • Hurbster
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    Fairly sure it's an unreleased Rush track.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • tmbrinks
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    virtus753 wrote: »
    commdt wrote: »
    Well, then it would be good if @ZOS_GinaBruno could clarify it a bit. Not the exact formula, but at least does it do anything if you already have all crafting passives maxed out? The problem is that it is slottable, so you must sacrifice something to use it

    Earlier in this thread it was shown that it does add an effective level to 3/3 to make it about 4/3. More specifically, it increases temper yields by around 12.5% compared to 3/3 extraction alone:

    https://forums.elderscrollsonline.com/en/discussion/562770/meticulous-disassembly-still-broken-in-6-3-4-for-jc-other-craft-not-tested

    Gina already confirmed it’s meant to stack with maxed extraction passives in the patch notes for 6.3.4, the last incremental before Update 29 hit live. She explained that it would increase drop rates for tempers even above the 3/3 extraction rate, but she added that it wasn’t feasible to include a specific number as to how big an increase because that depends on how many extraction passives you have for each craft and differs depending on the color of the temper as well.

    The problem with that 12.5% number is, it ends up falling inside the margin of error. Data was collected using 80k raw materials, which means 8k refinements. The drop rate for materials did not appear to meaningfully change during 10k material refinement batches. (Noteworthy, because the multi-refine is limited to 10k items.) (We're talking about a difference between 3% and 3.375% for gold materials.)

    So, it's supposed to increase the drop rate. Does it? I dunno.

    Data was collected using 800k items, so 80k refines

    Yes, there is still a large margin of error in the exact drop rate increase.

    But the drop rate was a statistically significant higher rate than the old drop rates, through my analysis. (Was literally a 0% chance of it happening "randomly" if the drop rates were the old expected rates)

    https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI/edit#gid=143495669 <-- direct link to PTS Meticulous Disassembly testing

    EDIT: Just added an analysis at Old Drop Rate, +10%, +12.5%, +15% and +20% for my data from live (and overall drop rate combined across all). As I get more refines/data these ranges should "tighten" and we'll have a better idea of where the true change is drop rate is at.

    https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI/edit#gid=1892397659 <-- direct link to that sheet
    Edited by tmbrinks on March 10, 2021 4:44PM
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  • starkerealm
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    tmbrinks wrote: »
    Data was collected using 800k items, so 80k refines

    Yes, there is still a large margin of error in the exact drop rate increase.

    At 80k refines, that puts your margin of error at ~.34% meaning that it is still technically possible that Meticulous disassembly actually reduces the drop rates, based on the data you produced.

    With respect, saying, "it increases drops by 12.5%" is a fantasy based on the data collected. Yes, that is within your margin of error, but saying it increases drops by 25% is also within your margin of error.

    The mistake being made in this data is the assumption that 12.5% is a whole value. If something had a 12% drop rate, and you sampled 8k times, you could make a reasonable guess that it was around that point.

    However, this is a stacked percentage. Meaning, it's a percentage of a percentage. In this case, a 12.5% increase would raise 0.5% to 0.625%. (I erroneously listed the drop rate of Chromium as 3%, that's not correct, that's the drop rate for Dreugh Wax, Tempering Alloy and Rosin.)

    The illustration of the danger here is in your own data, when one of your control groups (with 2500 refinements) returned a drop rate for Chromium of 0.486% This does not mean that the drop rate for Chromium was reduced, however, it demonstrates the importance of accounting for margin of error. In this specific case the issue is that a population of 2500 has a nearly 2% margin of error, meaning, you could have seen Chromium with a 2% drop rate in that test and still been well within the margin of error.

    So, looping back again, your 80k refines test returned a drop rate of 0.56%. Except, your margin of error was .34%. Meaning, based on your data, with Meticulous assembly slotted, we can only confirm that the drop rate of Chromium grains is somewhere between .22% and .9%.

    Now, look, in most cases, having a margin of error of .34% would be amazing. However, when we're trying to assertion on exactly how much drop rates were adjusted, it starts to fall apart.

    Even we step back and look at the most forgiving example, Terne, we're left still with an item that, by your own testing, runs around a 1.5% drop rate. This still suffers from the .34% margin of error. If the 12.5% number was accurate, then you'd still have a situation where your margin of error was high enough to conceal an actual drop rate decrease.

    The problem here is that statistical margins of error are almost impossible to completely eliminate. Given the values are as small as they are, (a difference in drop rate between .2% and .05% depending on the upgrade material.) Even to simply lower the margin of error on Terne dust enough to conclusively demonstrate an increase, you'd need to refine something like 300k times (three million raw materials), to do the same (and get your margin of error under .6%, you'd need to refine three million times (thirty million raw materials.)

    It's nice to be able to sit down and say, "yeah, I can prove it's this specific number... but you can't. we're still rolling dice, and when the base chances get this low, it gets really brutal to test. You need to throw a lot of dice.

    So, no, it might be 12.5%, it could be 25%, or it could be no change whatsoever. There simply isn't enough here to state the change definitively.
    Edited by starkerealm on March 11, 2021 3:49AM
  • tmbrinks
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    delete. addressed in a later post
    Edited by tmbrinks on March 11, 2021 2:35PM
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  • tmbrinks
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    We're talking about 2 different percentages and mixing them up.

    My percentages are per material refined. So can multiply by 10 to get the per refinement rate, which is what you're looking at.

    So the 0.34% margin of error , would be 5.6% +_ 0.34% (or ~5.3% to ~5.9%) which shows definitively that there is an increase over the old 5% drop rate.

    Here's the analysis on a per refine basis

    jCLwnvE.jpg

    I'm very, very confident that the drop rate has changed
    Edited by tmbrinks on March 11, 2021 2:07PM
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  • starkerealm
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    tmbrinks wrote: »
    I'm simply running a binomial distribution test on the data...

    Translation: You took the part, divided it by the whole, multiplied the result by 100 (or, rather, let the cell formatting tool handle that last part), and... oh, right that's what we call a percent.
    tmbrinks wrote: »
    I've very clearly stated at some point that the 12.5% is my "best guess", and not that it's definitively that.

    And I was responding to stating that value as fact, without any acknowledgement of it being speculative.
    tmbrinks wrote: »
    We're talking about 2 different percentages and mixing them up.

    Not exactly. There are two relevant percentages. There's the percentage that the Meticulous Disassembly modifies (or is supposed to modify), the drop rate. So, when you add 12.5% to your drop chance, that means that there is now a 112.5% chance of gold items dropping relative to normal. However, the total percentage chance of that drop is much lower. The thing is, when trying to determine the former, the margin of error only cares about the latter.
    tmbrinks wrote: »
    My percentages are per material refined. So can multiply by 10 to get the per refinement rate, which is what you're looking at.

    No, because if you did that, all of this information is utterly worthless.

    There is a 0% chance of a single unrefined material ever producing an upgrade item in ESO. Not, it's low. Not, it's .5%. It is zero. This may come as a shock, but a single unit of raw materials cannot be refined at all. So, if we take your data at face value, we know it is false.

    This is specifically taking your survey population, and then changing the number to modify your margin of error in order to lend your data more credibility. If you want that larger sample size, you need to collect the larger sample size.

    So, instead basing your calculations on the number actual events you just added a zero to make it sound more legitimate... ugh.
    tmbrinks wrote: »
    Here's the analysis on a per refine basis

    jCLwnvE.jpg

    I'm very, very confident that the drop rate has changed

    Okay, so now I have an additional methodological issue, and I'm not going to hammer on this.

    I've been assuming, up to this point, that you've been basing this data off of Jewelry extraction on the PTS. This is because, the template characters have an unlimited amount of dust. But, of course, this data was accrued over time, from a live character.

    Now, that data could be extremely useful... if you preserved the dates when those refinements took place, and didn't just file it all into a slurry. Because it could provide useful trending information (and yeah, at that point we just kinda live with a significant margin of error.)

    Unfortunately, when we're looking at this right now... not so much.
  • tmbrinks
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    tmbrinks wrote: »
    I'm simply running a binomial distribution test on the data...

    Translation: You took the part, divided it by the whole, multiplied the result by 100 (or, rather, let the cell formatting tool handle that last part), and... oh, right that's what we call a percent.
    tmbrinks wrote: »
    I've very clearly stated at some point that the 12.5% is my "best guess", and not that it's definitively that.

    And I was responding to stating that value as fact, without any acknowledgement of it being speculative.
    tmbrinks wrote: »
    We're talking about 2 different percentages and mixing them up.

    Not exactly. There are two relevant percentages. There's the percentage that the Meticulous Disassembly modifies (or is supposed to modify), the drop rate. So, when you add 12.5% to your drop chance, that means that there is now a 112.5% chance of gold items dropping relative to normal. However, the total percentage chance of that drop is much lower. The thing is, when trying to determine the former, the margin of error only cares about the latter.
    tmbrinks wrote: »
    My percentages are per material refined. So can multiply by 10 to get the per refinement rate, which is what you're looking at.

    No, because if you did that, all of this information is utterly worthless.

    There is a 0% chance of a single unrefined material ever producing an upgrade item in ESO. Not, it's low. Not, it's .5%. It is zero. This may come as a shock, but a single unit of raw materials cannot be refined at all. So, if we take your data at face value, we know it is false.

    This is specifically taking your survey population, and then changing the number to modify your margin of error in order to lend your data more credibility. If you want that larger sample size, you need to collect the larger sample size.

    So, instead basing your calculations on the number actual events you just added a zero to make it sound more legitimate... ugh.
    tmbrinks wrote: »
    Here's the analysis on a per refine basis

    jCLwnvE.jpg

    I'm very, very confident that the drop rate has changed

    Okay, so now I have an additional methodological issue, and I'm not going to hammer on this.

    I've been assuming, up to this point, that you've been basing this data off of Jewelry extraction on the PTS. This is because, the template characters have an unlimited amount of dust. But, of course, this data was accrued over time, from a live character.

    Now, that data could be extremely useful... if you preserved the dates when those refinements took place, and didn't just file it all into a slurry. Because it could provide useful trending information (and yeah, at that point we just kinda live with a significant margin of error.)

    Unfortunately, when we're looking at this right now... not so much.

    It is. This is literally just data from 3/8 onward. There are separate tabs in the spreadsheet that show the date of the refines.

    https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI/edit#gid=1892397659

    edZ1g39.jpg here is the page for the blacksmithing data.

    Please look at the entire document.
    Edited by tmbrinks on March 11, 2021 2:55PM
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  • tmbrinks
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    I will try to be as nice about this as I can. But you are incorrect.

    Per REFINE. (and I have adjusted the sheet to make everything be PER REFINE)

    Prior to Flames of Ambition

    The drop rate for Green was 15%, Blue was 12.5%, Purple was 7.5% and Gold was 5%

    With my limited data (and calculating margins of errors)

    The drop rate for Green has been 16.87%, 14.10%, 8.53% and 5.70% with the 17,190 refines I've done.

    I've redone the entire analysis using only "refines" It still CLEARLY shows that the drop rates have changed. What they've changed by... I'm not entirely sure yet... but I'll continue to test and gather more data :smile:

    But thanks for giving me the impetus to change it to per-refines. the per-material was a poor initial choice of what to do.
    So, looping back again, your 80k refines test returned a drop rate of 0.56%. Except, your margin of error was .34%. Meaning, based on your data, with Meticulous assembly slotted, we can only confirm that the drop rate of Chromium grains is somewhere between .22% and .9%.

    Here's where I know you're off. that was as 0.56% drop rate on 800,000 materials. 80k refines would be a 5.6% drop rate per refine. With the 0.34% margin of error.

    So the old drop rate of 5% PER REFINE is well outside the margin of error.

    I understand that what I did on a per-material was a poor choice. I have corrected that.
    Edited by tmbrinks on March 11, 2021 3:31PM
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