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https://steamcommunity.com/app/427520/discussions/0/4634862385195219484/
I don't put the numbers for a craft/recycle loop there, but IIRC it's also (very loosely) around a factor of 50 normal components for a legendary result.
You're comparing apples and oranges, though. There are a lot of other differences in the processes. Most pertinently,
(in fact, for suitable products, I think doing the non-recycling steps with productivity modules instead of quality modules turns out to be slightly better)
Basically - dont try to make everyone play the game the way you think they should play. If it comes down to it, make your own mod and you can play the game your way.
The asteroid loop at least has downsides of losing 20% + having only 2 module slots. Its not completly broken compared to other shenanigans quality, which is a great feature in theory, brought with it.
For maximum yield you put productivity in the common, uncommon, and legendary fabrication steps. And you put quality in the rare, and epic fabrication steps; as well as in the recyclers.
Exception for recipes that feature productivity research, like LDS or blue circuits. As those can be boosted to 300% productivity through infinite research levels, they should be set up to take quality all-round as soon as they top off. Except legendary of course; which ... well, it can take efficiency in that case? I guess?
(Of course Nilaus wouldn't be Nilaus if he then wouldn't summarily ignore his own advice and put quality in everything anyway. Yes-- for a bit; even in the legendary tier fabrication steps...)
Or were computing something different from what I'm testing. Or, I suppose, I may have had bad luck.
I loaded up a box with normal green circuits and let the system grind things out and see how many legendary green circuits come out. The fabrication was using legendary productivity 3 or quality 3 modules as appropriate. Doing things as you suggested were among the ones I tested when using electromagnetic plants, and it was noticeably worse than all productivity.
I just reran one of my tests -- I had one using assembler 3's that I could easily adapt. With two trials, I'm seeing the arrangement you describe being worse than both all quality and all productivity.
IDK man. It's possible (oh and absolutely totally would be 'a Nilaus thing') that he explained it in his video in the exact wrong way around.
That is: you're actually supposed to put quality in the common and uncommon steps. And productivity in the rare and up. Honestly that actually does sound more intuitive to me.
You gamble with quality over the largest volume, giving you the most independent chances to strike gold. Then once you reach the decent quality levels, where you have less and less items left in the pool it becomes more advantageous to sacrifice one of the gamble rolls and concentrate on fattening the existing pool with productivity.