Difference between revisions of "Quality"

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m (adjusted legendary market value to live value (alpha 11b))
m (edited superior, good, excellent and masterwork market values to live values. All market value factors are now the same as live (alpha 11b))
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|Normal    ||  1  ||  1
 
|Normal    ||  1  ||  1
 
|-
 
|-
|Good      ||  1.5 ||  1.25
+
|Good      ||  1.5 ||  1.2
 
|-
 
|-
 
|Superior  ||  2  ||  1.5
 
|Superior  ||  2  ||  1.5
 
|-
 
|-
|Excellent  ||  3  ||  2.5
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|Excellent  ||  3  ||  2
 
|-
 
|-
|Masterwork ||  5  ||  4.5
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|Masterwork ||  5  ||  3
 
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|Legendary  || 10  || 6
 
|Legendary  || 10  || 6

Revision as of 19:55, 17 July 2015

Quality Beauty Factor Market Value Factor
Awful -0.1 0.4
Shoddy 0.1 0.6
Poor 0.5 0.8
Normal 1 1
Good 1.5 1.2
Superior 2 1.5
Excellent 3 2
Masterwork 5 3
Legendary 10 6

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.)

The following table shows the probabilities per skill level. You can read the blocks in each row as the answer to the question "if I make ten items at that skill level, what assortment of quality leves will I typically get?"

= 10% chance;
= 5% – 9% chance;
= 1% – 4% chance;
= <1% chance
Awful Shoddy Poor Normal Good Superior Excellent Masterwork Legendary
3 Basic Familiarity
4 Amateur
5 Strong Amateur
6 Practitioner
7 Skilled Practitioner
8 Professional
9 Skilled Professional
10 Expert
11 Strong Expert
12 Very Strong Expert
13 Master
14 Strong Master
15 Planet-Class Master
16 System-Class Master
17 Revered Master
18 Visionary
19 Legendary
20 Godlike