Quality: Difference between revisions

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==Skill values==
==Skill values==


'''Sewing limits:''' ''quality affected by dexterity''
'''Sewing limits:''' ''quality affected by dexterity''
- quality of leather items
* quality of leather items
- quality of cloth products
* quality of cloth products


'''Smithing limits:''' ''quality affected by strength and some times psyche''
'''Smithing limits:''' ''quality affected by strength and some times psyche''
- quality of metal working recipes / jewelry
* quality of metal working recipes / jewelry


'''Carpentry limits:'''
'''Carpentry limits:'''
- quality of crafted wooden items e.g. boards (blocks are only affected by tree quality),cheese trays, ...
* quality of crafted wooden items e.g. boards (blocks are only affected by tree quality),cheese trays, ...


'''Cooking limits:'''
'''Cooking limits:'''
- quality of cooking recpies
* quality of cooking recpies
- quality of unbaked goods = [PER+ 2*(ingredient 1 + ... + 2*(ingredient n)]/( 1+2*n)
* quality of unbaked goods = [PER+ 2*(ingredient 1 + ... + 2*(ingredient n)]/( 1+2*n)


'''Farming limits:'''  
'''Farming limits:'''  
- seeds when harvested (maxQuality = farming +3)
* seeds when harvested (maxQuality = farming +3)
- quality of trees
* quality of trees


'''Survival limits:'''  
'''Survival limits:'''  
- arrows, bone saw
* arrows, bone saw
- quality of herbs
* quality of herbs
- skinning and butchering; quality = (Survival +Tool quality)/2.&nbsp
* skinning and butchering; quality = (Survival +Tool quality)/2.
- bone quality only affected by survival.&nbsp
* bone quality only affected by survival.
The effect of survival is capped at 200.
The effect of survival is capped at 200.


'''Marksmanship limits:'''
'''Marksmanship limits:'''
- quality of bows
* quality of bows


==From loftar==
==From loftar==

Revision as of 05:30, 14 April 2010

How Quality Works

Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.

Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.

Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.


The formula is used to determine the improvement of crafted items.


For example a chainmail shirt with q40 would have two times more AC ( 6 / 10 ) than base chainmail shirt ( 3 / 5 ). ( see below)

File:Sqrt(q div10).png

Discussion

There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.

New crafting skills are sewing, smithing, carpentry, cooking, farming, and survival.

Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter's skill level, and crafter's stats. Which of these three are used seems to vary from item type to item type.

Armor and Clothing

Backpacks and cosmetic clothing are unaffected by quality.

Armor gets increased HP and AC as its quality increases.

AC is caluclated with

&nbsp

  • Armor HP = Base qArmor*(qArmor / 10)
  • Leather Armor: 100 HP, AC 1/2 (2R)
  • Bear Cape: 300 HP, AC 0/1, +10 STR (1L and 6R)
  • Chainmail Shirt: 300 HP, AC 3/5 (2R)
  • Bronze Armor: 500 HP, AC 3-4/3-4 (2R)
  • Plate Armor: 1000 HP, AC 6/3 (2R)


Other things with armor:


  • Leather Boots: 70 HP, AC 0/2 (8R)

Leather Pants: 100 HP, AC 1/2 (7R)

  • Ranger's Boots: 70HP AC 1/1, +5 AGI
  • Druid's Helm: 150 HP, AC 3/1 (1L)
  • Hirdsman's Helmet: Only usable by Hirdsmen within a village. 400 HP, AC 4/2 (1L)
  • Bear Cape

Boar Tusk Helmet: 100 HP, AC 0/3 (1L)

  • Soldier's Helmet : 400 HP, AC 4/2 (1L)


Weapons

Weapon damage is increased by


  • Stone Axe: 5 base dmg
  • Militia Sword: 10 base dmg

Bronze Sword: 15 base dmg

  • Soldier Sword: 20 base dmg
  • Battleaxe of the Twelfth Bay: somewhere between 50-60 base dmg
  • Bow: 18 base dmg
  • Ranger bow: 23 base dmg

Food

Food gives more FEP as its quality increases. It seems that it's based on the Pre-Ragnarok FEP levels.

The FEPs gained by a piece of food is its base amount, multiplied by . -loftar

Evidence suggests that quality does not effect how much hunger food restores.

Increase quality can change what type of FEP is gained, as with fish.

Miscellaneous

Seeds quality is affected by your farming skill and reduced by it if its lower then the crop's QL

Water recovers more stamina per hunger as its quality increases. Details unknown. > QL 10 water goes at a rate of 5% per 5% hunger > QL 65 water goes at a rate of 15-16% per 5% hunger

Animals give higher quality items as their level increases.

Affected by your butchering tools and survival skill [1].


The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter. Different items have different weights in averaging the quality of a final product.For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values. [2]



Ceramics

  • ceramic quality = (clay quality + dexterity)/2
  • quality of baked/burned goods = (2*qitem + qkiln/oven + qfuel)/4


Jewelry

  • affected by both smithing and psyche
  • quality for all accessoirs expect monocles and glasses is calculated with quality = sqrt(smithing*psyche)
  • monocle and glass quality is the average of the materials



Equipment

  • bear tooth talisman quality = (tooth quality + psyche)/2


Raw materials

  • board quality = sqrt(qLog * qTool)


Food

  • cheese quality will get near the quality of the trays used, racks dont seem to affect quality
  • butter quality = (3*qMilk + qChurn)/4
  • butter-steamed cavebulb is affected by butter,water and cave bulb quality (not by branch though)
  • beer quality = (wort quality + barrel quality)/2

Skill values

Sewing limits: quality affected by dexterity

  • quality of leather items
  • quality of cloth products

Smithing limits: quality affected by strength and some times psyche

  • quality of metal working recipes / jewelry

Carpentry limits:

  • quality of crafted wooden items e.g. boards (blocks are only affected by tree quality),cheese trays, ...

Cooking limits:

  • quality of cooking recpies
  • quality of unbaked goods = [PER+ 2*(ingredient 1 + ... + 2*(ingredient n)]/( 1+2*n)

Farming limits:

  • seeds when harvested (maxQuality = farming +3)
  • quality of trees

Survival limits:

  • arrows, bone saw
  • quality of herbs
  • skinning and butchering; quality = (Survival +Tool quality)/2.
  • bone quality only affected by survival.

The effect of survival is capped at 200.

Marksmanship limits:

  • quality of bows

From loftar

For buildable objects, the quality is almost always calculated as such:

  • The qualities of items in the individual item types are averaged arithmetically.
  • The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be "obviously" more important (like the iron in iron plows) -- to create the quality of the built object.

For craftable items, most are calculated like this:

  • As with buildable object, the qualities of the individual item types are averaged, and then weighted together based on importance.
  • If one is using any tools, like a churn, anvil, or smithy's hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.
  • If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant "skill quality" is lower than the "input/tool quality", the resultant quality is the arithmetic average of the skill quality and the input/tool quality.

If you don't know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values geometrically means calculating .

As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is , the oven's quality is and the fuel's quality is , the quality of the resulting item will be .

As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:

  • Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.
  • Smithing related recipes often combine both Smithing and Strength.

Crafting formula

Calculate items used:

If there's a tool involved:

If there are skill values through involved:

Failed to parse (unknown function "\begin{array}"): {\displaystyle q_{item} \leftarrow \left \lbrace \begin{array}{ll} \frac{q_{skill} + q_{item}}{2}, & \text{if\ } q_{skill} < q_{item} \\ q_{item}, & \text{otherwise} \end{array} \right \rbrace, \text{where\ } q_{skill} = {\left( \prod_{i = 1}^{n} s_i\right )}^{\frac{1}{n}} }
  • Calculations will be made in order of top to down.