Difference between revisions of "Quality"
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In addition to the general effects listed above, quality also affects several factors unique to structures. | In addition to the general effects listed above, quality also affects several factors unique to structures. | ||
{| {{STDT| sortable center}} | {| {{STDT| sortable center}} | ||
− | ! Quality !! Comfort<br>Factor !! Rest Effectiveness <br>Factor !! Surgery Success | + | ! Quality !! Comfort<br>Factor !! Rest Effectiveness <br>Factor !! Surgery Success<br>Chance Factor!! Recreation Power <br>Factor |
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! style="text-align:left;" |Awful | ! style="text-align:left;" |Awful | ||
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| 1.70 || 1.60 || 1.30 || 1.80 | | 1.70 || 1.60 || 1.30 || 1.80 | ||
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===Shield belt=== | ===Shield belt=== | ||
Revision as of 09:39, 6 June 2021
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Quality is a stat: An item's quality is how well-made it is.
Many crafted items and some structures have a stat called quality. This stat influences various attributes of the item, according to the table below.
Effects of quality
General
Effects that are common to all types of object.
Quality | Beauty Factor |
Market Value Factor |
Deterioration Rate Factor |
---|---|---|---|
Awful | -0.1 | 0.5 | 2 |
Poor | 0.5 | 0.75 | 1.5 |
Normal | 1 | 1 | 1 |
Good | 2 | 1.25 (max +500) | 0.8 |
Excellent | 3 | 1.5 (max +1000) | 0.6 |
Masterwork | 5 | 2.5 (max +2000) | 0.3 |
Legendary | 8 | 5 (max +3000) | 0.1 |
Weapons
In addition to the general effects listed above, quality also affects several factors unique to weapons, both ranged and melee.
Quality | Melee Damage Factor |
Ranged Accuracy Factor |
Ranged Damage Factor |
---|---|---|---|
Awful | 0.8 | 80% | 90% |
Poor | 0.9 | 90% | 100% |
Normal | 1 | 100% | 100% |
Good | 1.1 | 110% | 100% |
Excellent | 1.2 | 120% | 100% |
Masterwork | 1.45 | 135% | 125% |
Legendary | 1.65 | 150% | 150% |
Apparel
In addition to the general effects listed above, quality also affects several factors unique to apparel, including utility items.
Structures
In addition to the general effects listed above, quality also affects several factors unique to structures.
Quality | Comfort Factor |
Rest Effectiveness Factor |
Surgery Success Chance Factor |
Recreation Power Factor |
---|---|---|---|---|
Awful | 0.76 | 0.86 | 0.90 | 0.76 |
Poor | 0.88 | 0.92 | 0.95 | 0.88 |
Normal | 1.00 | 1.00 | 1.00 | 1.00 |
Good | 1.12 | 1.08 | 1.05 | 1.12 |
Excellent | 1.24 | 1.14 | 1.10 | 1.24 |
Masterwork | 1.45 | 1.25 | 1.15 | 1.40 |
Legendary | 1.70 | 1.60 | 1.30 | 1.80 |
Shield belt
Smoke pack
Jump Packs
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Psychic equipment
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
At higher quality levels
If a crafted or built item is at least excellent, a piece of random artwork will be engraved on it. This is only meant to add depth and has no further effect.
If a crafted or built item is masterwork, there will be a simple text notification at the top of the screen saying that a colonist has crafted a masterwork item.
However, if the item is legendary, there will be a proper notification letter.
As of Beta 19/1.0 masterwork and legendary items never generate on enemies, traders or in bases. They are only available through player creation or as quest rewards, though masterwork items can spawn in ancient shrines.
How quality is determined
When an item requiring a quality is crafted or built, that is, when crafting finishes, the quality is randomly determined using a standard distribution. Expected values by skill level of the crafter are given in the table below.
- The column "Avg. Result" shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc. The mean quality becomes "normal" at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of "normal" quality (median quality).
- The "Avg. Value" column gives the average market value multiplier for that skill level. At skill level 6 you can expect a character to stop wasting material value from crafting.
As quality is rolled once an object is finished, it is possible to have lower skill crafters, artists, or builders work on something until it is almost done, then have the master crafter finish it to get a better quality on the item. This tactic is particularly useful for high work items, like power armor, grand sculptures, and charge rifles that alleviates the high workload of the good crafter. This, however, requires micromanagement, which may not be fun.
Skill level | Awful | Poor | Normal | Good | Excellent | Masterwork | Avg. Result | Avg. Value |
---|---|---|---|---|---|---|---|---|
0 Barely heard of it | 64.62% | 30.17% | 5.01% | 0.20% | 0.00% | 0.00% | 0.41 | x0.60 |
1 Utter beginner | 43.38% | 43.59% | 12.15% | 0.87% | 0.01% | 0.00% | 0.71 | x0.68 |
2 Beginner | 20.24% | 53.14% | 23.58% | 2.95% | 0.09% | 0.00% | 1.09 | x0.77 |
3 Basic familiarity | 9.13% | 50.74% | 33.44% | 6.39% | 0.29% | 0.00% | 1.38 | x0.84 |
4 Some familiarity | 4.79% | 45.21% | 39.44% | 9.94% | 0.61% | 0.00% | 1.56 | x0.89 |
5 Significant familiarity | 2.28% | 34.63% | 47.22% | 14.66% | 1.20% | 0.01% | 1.78 | x0.94 |
6 Capable amateur | 0.98% | 24.29% | 52.09% | 20.38% | 2.22% | 0.03% | 1.99 | x1.00 |
7 Weak professional | 0.38% | 15.48% | 53.31% | 26.87% | 3.88% | 0.07% | 2.19 | x1.05 |
8 Employable professional | 0.13% | 9.02% | 50.82% | 33.47% | 6.40% | 0.15% | 2.37 | x1.09 |
9 Solid professional | 0.06% | 5.63% | 46.95% | 38.11% | 8.99% | 0.26% | 2.51 | x1.13 |
10 Skilled professional | 0.02% | 3.33% | 40.23% | 43.75% | 12.23% | 0.45% | 2.66 | x1.17 |
11 Very skilled professional | 0.01% | 1.86% | 32.21% | 49.07% | 16.12% | 0.74% | 2.82 | x1.21 |
12 Expert | 0.00% | 0.99% | 24.55% | 52.62% | 20.64% | 1.19% | 2.96 | x1.25 |
13 Strong expert | 0.00% | 0.63% | 19.88% | 53.94% | 23.95% | 1.61% | 3.06 | x1.28 |
14 Master | 0.00% | 0.39% | 15.79% | 54.28% | 27.40% | 2.14% | 3.15 | x1.30 |
15 Strong master | 0.00% | 0.24% | 12.25% | 53.77% | 30.91% | 2.83% | 3.24 | x1.33 |
16 Region-known master | 0.00% | 0.14% | 9.28% | 52.42% | 34.48% | 3.68% | 3.32 | x1.36 |
17 Region-leading master | 0.00% | 0.08% | 6.90% | 50.28% | 37.99% | 4.75% | 3.40 | x1.39 |
18 Planet-known master | 0.00% | 0.04% | 4.99% | 47.62% | 41.29% | 6.05% | 3.48 | x1.42 |
19 Planet-leading master | 0.00% | 0.02% | 3.54% | 42.65% | 46.14% | 7.64% | 3.58 | x1.45 |
20 Legendary master | 0.00% | 0.01% | 2.45% | 37.41% | 50.62% | 9.51% | 3.67 | x1.49 |
Inspired creativity and Legendary items
Legendary items can only be made if the crafter currently has the mental inspiration Inspired Creativity. Then the next item, structure or piece of art with a quality level will automatically be two levels higher – thus, if "excellent" or "masterwork" is rolled, a legendary item is produced instead. Even the most capable crafters have only a 60% chance per inspiration to produce a legendary item. Tortured artists can be "encouraged" to make legendaries and masterworks by giving them poor treatment such as awful bedrooms or nutrient paste.
Inspired creativity makes it impossible to craft an item of poor or awful quality; at least normal will be rolled, even at 0 skill level.
Since the inspiration takes effect only when the item is finished, it is useful to raise the skill level of the inspired person as high as possible before actually producing an item; for example you can train crafting on several items that do not have the quality stat (eg. components or bionic body parts) before using up the inspiration.
It is also possible to keep an unfinished item in stock, and wait for an inspiration to occur before actually finishing it; this will still reap the full effect, without requiring you to dedicate a lot of work during the 8-day time window of the inspiration. This strategy is particularly useful for work intensive projects that are always in demand (eg. marine armor or a grand sculpture)