Legacy:Bear Cape: Difference between revisions

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(Take those kinds of things to the discussion pages, that's why they are there.)
(→‎Notes: Added Quality Formula)
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Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by sqrt(Sewing*Psyche).
Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by sqrt(Sewing*Psyche).
<br><br>
Quality Formula: sqrt(((sqrt(Sewing*Dex))*(Qskin)))


Strength bonus = <math>10*sqrt(quality/10)</math>. Hitpoint value = <math>5*quality</math>. Armor Class = <math>15*sqrt(quality/10)</math>
Strength bonus = <math>10*sqrt(quality/10)</math>. Hitpoint value = <math>5*quality</math>. Armor Class = <math>15*sqrt(quality/10)</math>

Revision as of 20:56, 8 March 2011

Template:Infobox objectA cape and hood fashioned from the hide and teeth of a bear, making the wearer strong like a bear. Increases strength.


Quality Strength Hitpoints Armor Class
10 +10 50 0/15
55 +23 275 0/35
66 +25 330 0/38



How to Acquire

Craft > Leather Working > Bear Cape


Notes

When equipped, it occupies both the cape and headwear slots.

Formula is likely (avg.Qteeth+avg.Qhide)/2 and softcapped by sqrt(Sewing*Psyche).

Quality Formula: sqrt(((sqrt(Sewing*Dex))*(Qskin)))

Strength bonus = . Hitpoint value = . Armor Class =