Weighted Resource Average
This section describes how the weighted average experimental quality is calculated based on resource attributes. Essentially, for each experimental statistic there is weighted average quality that depends on
 a) the attributes of each resource used
 b) the amount of each resource required by the schematic
 c) the weighting of each attribute.
Depending on the number of resources and attributes, this can be very simple (for example, in the case of batteries, only one resource and one attribute) or very complex (multiple resources and multiple attributes, each with different weights).
Note: Fraction amounts in WRA’s are carried over, not chopped off.
To illustrate examples, lightsaber and armor schematics will be used.
The Basics
When you experiment on a piece of armor, you get three options, one of which is Experimental Quality. Experimenting on experimental quality raises the base resists of the item. However, in order to know how experimentation will effect the base item, you first need to calculate the weighted average quality of the item for that particular experimental statistic.
The weighted average quality for Experimental Quality on all armor is based on the Overall Quality and Shock Resistance at a 5050 ratio. The shock resistance of each material multiplied by the quantity used divided by the sum of the total quantites of the materials used. This will give you the average shock resistance for the item. The same process is performed for Overall Quality and a weighted average of the two (50/50 in this case) is determined. For materials that do not have one of the values (for example solid petrochem fuel), the equation simply removes that factor from the calculation.
For example, say you’re making a composite helm using the following materials (we’re only going to list the OQ/Shock of these theoretical materials, since that’s all applies to resistances):
Intrusive Ore 800 Overall Quality, 900 Shock Resistance
Shock Solid Petrochem Fuel 950 Overall Quality
Nabooian Fiberplast 700 Overall Quality, 900 Shock Resistance
Aluminum 600 Overall Quality, 800 Shock Resistance
Beyrllius Copper 700 Overall Quality, 400 Shock Resistance
Wooly Hide 900 Overall Quality, 600 Shock Resistance
You’re looking effectively using the following total quality of material…
((((70*800) + (70*950) + (35*700) + (40*600) + (30*700) + (30*900)) / (70 + 70 + 35 + 40 + 30 + 30 )) + (((70*900) + (35*900) + (40*800) + (30*400) + (30*600)) / (70 + 36 + 40 + 30 + 30)))) / 2
In the above equations, the average OQ would be 796 while the average SR would be 729. Consequently, the weighted average material rating for this experimental attribute would be 762.5.
The full equation for finding the weighted average attribute quality is described below:
SR1: Material 1 Shock Resistance
n1: Number of Material 1 required in schematic
OQ2: Material 2 Overall Quality
Material 2 does not have a Shock Resistance
n2: Number of Material 2 required in schematic
OQ3: Material 3 Overall Quality
SR3: Material 3 Shock Resistance
n3: Number of Material 3 required in schematic
( n1 + n2 + n3 ) 
( n1 + n3 ) 

( 2 ) 
Variable Resource Weights
Another way of looking at the weighted averages is by examining how this system works within the confines of lightsaber construction. The following examples will be using 4th generation light saber schematics which require a total of 5 distinct resources, being Duralloy Steel, Titanium Aluminum, Polymer, Culsion Inert Gas, Polysteel Copper.
To demonstrate the equations I use the following resources:
Duralloy steel : Skisref – 40 Units
 611 CD
 974 OQ
 943 SR
 992 UT
Titanium aluminium : Vepacis – 22 Units
 382 CD
 921 OQ
 391 SR
 325 UT
Polymer : Iose – 28 Units (These resources do not have Conductivity)
 993 OQ
 785 SR
 982 UT
Culsion Inert Gas : Moilekit – 28 Units (These resources do not have Conductivity or Unit Toughness)
 942 OQ
Polysteel copper : Aloiam – 28 Units
 969 CD
 980 OQ
 787 SR
 776 UT
Lightsabers have the following experimentation lines and properties:
Experimental Damage
 Attack Speed
 Conductivity 50%
 Overall Quality 50%
 Maximum Damage
 Conductivity 33%
 Overall Quality 66%
 Minimum Damage
 Conductivity 33%
 Overall Quality 66%
 Wound Chance
 Conductivity 50%
 Overall Quality 50%
Experimental Efficiency
 Attack Action Cost
 Overall Quality 100%
 Attack Health Cost
 Overall Quality 100%
 Attack Mind Cost
 Overall Quality 100%
 Force Power Cost
 Conductivity 33%
 Overall Quality 66%
As with the previous armor example, resources that do not have the necessary stats are effectively removed from the calculation for that particular slot. For lightsabers this applies to Culsion Inert Gas and Polymer respectively for the values UT, and CD. Even though each of the experimental properties fall under a particular experimental line, the properties remain unique from each other in that they all have their own weighted resource average calculations. The WRA’s will be used to construct the experimentation lines for each individual property.
Part I.
The Minumum Damage, Maximum Damage and Force Power Cost properties on lightsabers all depend on Conductivity and Overall Quality at a ratio of 33%:66%. Each individual property will have its own unique weighted average. So for the Experimental Damage line, there will be 2 properties on it which will base their weighted averages off of a relation ship of 33% CD and 66% OQ. The Experimental Efficiency line will have 1 property based off of a 33% CD and 66% OQ relationship. To calculate the relationship we will obtain the weighted value for each resource stat CD and OQ respectively, then sum them at the end to obtain the weighted average for each experimental property:
146 / (2/3) = 219
140842 / 219 = 643.1141553 WRA of OQ
(24440 + 8404 + 27132 ) / (90 / (1/3) )
90 / (1/3) = 270
59976 / 270 = 222 WRA of CD
To get the weighted average for Min/Max Damage and Force cost you add up the numbers for Overall Quality and Conductivity.
Weighted average of OQ + weighted average of CD = weighted average for each property; Min/Max Damage and Force cost.
222 + 643.1141553 = 865.2474886 WRA
Part II.
The Attack Action, Attack Health, and Attack Mind Cost properties on lightsabers all depend on Overall Quality at a ratio of 100%. Each individual property will have its own unique weighted average. So for the Experimental Efficiency line, there will be 3 properties on it which will base their weighted averages off of a relation ship of 100% OQ. To calculate the relationship we will obtain the weighted value for the stat OQ, then sum them at the end to obtain the weighted average for each experimental property:
(974 x 40) + (921 x 22) + (993 x 28) + (942 x 28) + (980 x 28) / (40 + 22 + 28 + 28 + 28) =
140842 / 146 = 964.67123287671232876712328767123
Weighted average OQ = weighted average Health, Action and Mind cost
Part III.
The Wound Chance property on lightsabers depends on Shock Resistance and Unit Toughness at a ratio of 50% / 50%. Each individual property will have its own unique weighted average. So for the Experimental Damage line, there will be 1 properties on it which will base their weighted averages off of a relation ship of 50% SR and 50% UT. To calculate the relationship we will obtain the weighted value for the stat SR and UT, then sum them at the end to obtain the weighted average for each experimental property:
( 943 x 40 ) + (391 x 22) + (785 x 28 ) + (787 x 28 )
40 + 22 + 28 +28
1/2
37720 + 8602 + 21980 + 22036
118 / (1/2) = 236
90338 / 236 = 382.78813559322033898305084745763 WRA for Sock Resist
40 + 22 + 28 + 28
1/2
(39680 + 7150 + 27496 + 21728 )
118 / (1/2) = 236
96054 / 236 = 407.00847457627118644067796610169 WRA for UT.
Weighted average SR + weighted average UT = Weighted average Wound Chance
Part IV.
The Attack Speed property on lightsabers depends on Overall Quality and Conductivity at a ratio of 50% / 50%. Each individual property will have its own unique weighted average. So for the Experimental Damage line, there will be 1 properties on it which will base their weighted averages off of a relation ship of 50% CD and 50% OQ. To calculate the relationship we will obtain the weighted value for the stat CD and OQ, then sum them at the end to obtain the weighted average for each experimental property:
(974 x 40 ) + (921 x 22 ) + (993 x 28 ) + (942 x 28 ) + (980 x 28 )
40 + 22 + 28 +28 + 28
1/2
38960 + 20262 + 27804 + 26376 + 27440
146
1/2
146 / ( 1/2) = 292
140842 / 292 = 482.33561643835616438356164383562 WRA for OQ
( 611 x 40 ) + ( 382 x 22 ) + (969 x 28 )
40 + 22 + 28
1/2
24440 + 8404 + 27132
90
90 / (1/2) = 180
59976 / 180 = 333.2 WRA for CD
Weighted average CD + weighted average OQ = Weighted average Speed
Resource Weight Ratios
The following is a list of currently known resource weight ratios available to crafted items.
1.) 50%/50%
2.) 33% / 66%
3.) 100%
4.) 25% / 25% / 50%
5.) 25% / 75%
6.) 20% / 50% / 30%
7.) 75% / 25%
8.) 66% / 33%
9.) 33% / 33% / 33%
10.) 50% / 25% / 25%
11.) 40% / 20% / 40%
12.) 60% / 40%
13.) 66% / 16% / 16%
14.) 40% / 60%
15.) 25% / 25% / 25% / 25%