How does butchering softcap count?
Softcapsharptool(Softcapsurvival(Corpseql))?
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TeckXKnight
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Re: Butcher softcap
It's based on a few things: Animal Type, Animal Level, Butchering/Skinning Tool, and Survival.
Bears: (Level*20 + ToolQ)/2 = Meat/Skin quality , if your Survival is lower than this number then (Level*20 + ToolQ + 2*Survival)/4
Deer are the same but Level*10 instead of *20
Boar are Level*8
Mouflon and Auroch are always q10 unless your survival and/or skinning instrument are below 10 and are capable of dragging the quality below that.
I don't know trolls but I think they're Level*30? I also don't remember foxes but I think they're Lv*4 or Lv*5?
Bears: (Level*20 + ToolQ)/2 = Meat/Skin quality , if your Survival is lower than this number then (Level*20 + ToolQ + 2*Survival)/4
Deer are the same but Level*10 instead of *20
Boar are Level*8
Mouflon and Auroch are always q10 unless your survival and/or skinning instrument are below 10 and are capable of dragging the quality below that.
I don't know trolls but I think they're Level*30? I also don't remember foxes but I think they're Lv*4 or Lv*5?
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Procne
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Re: Butcher softcap
deer products are not level* 10.
Level 8 deer gave ql 76 products with ql 67 tool.
Level 7 deer gave ql 73 products with same tool.
Level 8 deer gave ql 76 products with ql 67 tool.
Level 7 deer gave ql 73 products with same tool.
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TeckXKnight
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Re: Butcher softcap
What's your survival?Procne wrote:deer products are not level* 10.
Level 8 deer gave ql 76 products with ql 67 tool.
Level 7 deer gave ql 73 products with same tool.
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Procne
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Re: Butcher softcap
200
Also, according to wiki, troll products are 175 + level*25.
Which gives
200 at level 1
250 at level 3
300 at level 5
My guess is that Deer also have some A+BX type of equation
Also, according to wiki, troll products are 175 + level*25.
Which gives
200 at level 1
250 at level 3
300 at level 5
My guess is that Deer also have some A+BX type of equation
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TeckXKnight
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Re: Butcher softcap
This appears to be the case. The old formula doesn't work for the numbers you gave. In which case it'd probably be a good idea to check and figure this for all animals.
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MagicManICT
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Re: Butcher softcap
I think this is the first time anyone has mentioned this. You know the easy way to check quality of base is to collect the bones, right?Procne wrote:deer products are not level* 10.
Level 8 deer gave ql 76 products with ql 67 tool.
Level 7 deer gave ql 73 products with same tool.
So we're possibly looking at a formula similar to trolls of base + level * modifier = quality where base + 10 * mod = 100. Doing the math, I come up with this
base = 37, mod = 6 or
37 + lvl * 6 = quality of products.
Now, here's the problem: 37 + 10 * 6 != 100. If we allow for a bit of rounding on the end number, then we can set it to
40 + lvl * 6 = quality.
This works for the LX deer. However, that doesn't work for the numbers given as (40 + 8 * 6 + 67) / 2 != 67 even if rounded. (It doesn't work for the L7 deer, either.)
Might want to double check the numbers you got. Either they're recorded wrong (happens to everyone) or there's something going on I'm not accounting for. Again, when you want to know the quality base, check the bones!
Here's the formulas I started with (so someone can check my math):
(B + 8m + 67) / 2 = 76
(B + 7m + 67) / 2 = 73
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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ApocalypsePlease
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Re: Butcher softcap
From my experience with deers it's 10*level +9/-0, hardcapped at 100 (for level 10 ofcourse). I've had level 7 deer produce Q76 products, and other level 7s Q73. I know it doesn't sound like it would be a formula, but from what I've seen, it holds consistent so far.
Any feedback is appreciated.
Any feedback is appreciated.
Inactive
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Procne
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Re: Butcher softcap
I'm not 100% sure about the second value. I didn't check the bones, because at that point it didn't seem important and I didn't have space to take bones so I just left all skeletons on the ground. I will check next time I find some deer. For some reason I can't find level 10s anymore anywhereMagicManICT wrote:I think this is the first time anyone has mentioned this. You know the easy way to check quality of base is to collect the bones, right?Procne wrote:deer products are not level* 10.
Level 8 deer gave ql 76 products with ql 67 tool.
Level 7 deer gave ql 73 products with same tool.
So we're possibly looking at a formula similar to trolls of base + level * modifier = quality where base + 10 * mod = 100. Doing the math, I come up with this
base = 37, mod = 6 or
37 + lvl * 6 = quality of products.
Now, here's the problem: 37 + 10 * 6 != 100. If we allow for a bit of rounding on the end number, then we can set it to
40 + lvl * 6 = quality.
This works for the LX deer. However, that doesn't work for the numbers given as (40 + 8 * 6 + 67) / 2 != 67 even if rounded. (It doesn't work for the L7 deer, either.)
Might want to double check the numbers you got. Either they're recorded wrong (happens to everyone) or there's something going on I'm not accounting for. Again, when you want to know the quality base, check the bones!
Here's the formulas I started with (so someone can check my math):
(B + 8m + 67) / 2 = 76
(B + 7m + 67) / 2 = 73
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MagicManICT
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Re: Butcher softcap
Animal level is based on an unknown "civilization" level. The higher the civilization, the lower the level of the animals. Deer seem to be the most susceptible to this.Procne wrote: For some reason I can't find level 10s anymore anywhere
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.