Difference between revisions of "Quality"
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When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.) | When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.) | ||
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+ | If a crafted or built item has Excellent or above quality, a piece of random artwork will be engraved on it. It does not affect beauty beyond quality bonuses. | ||
The following table shows the probabilities per skill level. You can squeeze extra x0.02-x0.08 of market value by deconstructing and retrying until the most likely quality, but this is only worth it for valuable low-work furniture and only if using a mod such as QualityBuilder, otherwise the extra walking will easily decimate the profit. | The following table shows the probabilities per skill level. You can squeeze extra x0.02-x0.08 of market value by deconstructing and retrying until the most likely quality, but this is only worth it for valuable low-work furniture and only if using a mod such as QualityBuilder, otherwise the extra walking will easily decimate the profit. |
Revision as of 04:26, 14 June 2017
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Quality is a stat: An item's quality is how well-made it is.
Quality | Beauty Factor |
Protection Factor |
Insulation Factor |
Melee Damage Factor |
Ranged Accuracy Factor |
Market Value Factor |
Deterioration Rate Factor |
---|---|---|---|---|---|---|---|
Awful | -0.1 | 0.4 | 0.7 | 0.4 | 0.7 | 0.4 | 2 |
Shoddy | 0.1 | 0.7 | 0.8 | 0.7 | 0.8 | 0.6 | 1.5 |
Poor | 0.5 | 0.85 | 0.9 | 0.85 | 0.93 | 0.8 | 1.25 |
Normal | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Good | 1.5 | 1.1 | 1.05 | 1.1 | 1.05 | 1.2 | 0.85 |
Superior | 2 | 1.3 | 1.1 | 1.2 | 1.1 | 1.5 | 0.75 |
Excellent | 3.5 | 1.5 | 1.15 | 1.35 | 1.2 | 2 | 0.63 |
Masterwork | 5 | 1.7 | 1.2 | 1.45 | 1.35 | 3 | 0.51 |
Legendary | 10 | 2.1 | 1.25 | 1.55 | 1.5 | 6 | 0.4 |
Some crafted items have a quality level, which affects their stats and is determined by the crafter's relevant skill.
When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.) Template:Clr
If a crafted or built item has Excellent or above quality, a piece of random artwork will be engraved on it. It does not affect beauty beyond quality bonuses.
The following table shows the probabilities per skill level. You can squeeze extra x0.02-x0.08 of market value by deconstructing and retrying until the most likely quality, but this is only worth it for valuable low-work furniture and only if using a mod such as QualityBuilder, otherwise the extra walking will easily decimate the profit.
Skill level | Awful | Shoddy | Poor | Normal | Good | Superior | Excellent | Masterwork | Legendary | Avg. Value |
---|---|---|---|---|---|---|---|---|---|---|
1 Incompetent | 65.96% | 23.18% | 8.87% | 1.79% | 0.19% | 0.01% | - | - | - | x0.49 |
2 Basic Awareness | 55.46% | 27.68% | 13.12% | 3.28% | 0.43% | 0.03% | - | - | - | x0.53 |
3 Basic Familiarity | 44.57% | 30.80% | 18.06% | 5.58% | 0.91% | 0.08% | - | - | - | x0.58 |
4 Amateur | 34.04% | 31.92% | 23.18% | 8.87% | 1.79% | 0.19% | 0.01% | - | - | x0.63 |
5 Strong Amateur | 24.66% | 30.80% | 27.68% | 13.12% | 3.28% | 0.43% | 0.03% | - | - | x0.68 |
6 Practitioner | 16.88% | 27.69% | 30.80% | 18.06% | 5.58% | 0.91% | 0.08% | - | - | x0.74 |
7 Skilled Practitioner | 10.87% | 23.18% | 31.92% | 23.18% | 8.87% | 1.79% | 0.19% | 0.01% | - | x0.81 |
8 Professional | 6.59% | 18.07% | 30.80% | 27.68% | 13.12% | 3.28% | 0.43% | 0.03% | - | x0.87 |
9 Skilled Professional | 3.75% | 13.13% | 27.69% | 30.80% | 18.06% | 5.58% | 0.91% | 0.08% | - | x0.94 |
10 Expert | 1.99% | 8.87% | 23.18% | 31.92% | 23.18% | 8.87% | 1.79% | 0.19% | 0.01% | x1.02 |
11 Strong Expert | 1.19% | 6.32% | 19.36% | 31.28% | 26.66% | 11.98% | 2.84% | 0.35% | 0.02% | x1.08 |
12 Very Strong Expert | 0.68% | 4.32% | 15.53% | 29.46% | 29.46% | 15.53% | 4.32% | 0.63% | 0.05% | x1.14 |
13 Master | 0.38% | 2.84% | 11.98% | 26.66% | 31.28% | 19.36% | 6.32% | 1.09% | 0.10% | x1.21 |
14 Strong Master | 0.20% | 1.79% | 8.87% | 23.18% | 31.92% | 23.18% | 8.87% | 1.79% | 0.20% | x1.29 |
15 Planet-Class Master | 0.12% | 1.20% | 6.78% | 20.13% | 31.51% | 26.00% | 11.32% | 2.60% | 0.33% | x1.36 |
16 System-Class Master | 0.07% | 0.79% | 5.05% | 17.05% | 30.32% | 28.44% | 14.07% | 3.67% | 0.54% | x1.43 |
17 Revered Master | 0.04% | 0.50% | 3.67% | 14.07% | 28.44% | 30.32% | 17.05% | 5.05% | 0.86% | x1.51 |
18 Visionary | 0.02% | 0.31% | 2.60% | 11.32% | 26.00% | 31.51% | 20.13% | 6.78% | 1.32% | x1.61 |
19 Legendary | 0.01% | 0.19% | 1.79% | 8.87% | 23.18% | 31.92% | 23.18% | 8.87% | 1.99% | x1.71 |
20 Godlike | - | 0.11% | 1.20% | 6.78% | 20.13% | 31.51% | 26.00% | 11.32% | 2.93% | x1.83 |