Ok, looking it over, and I'm still not sure what is best to do with the quality page. I'll post what I think here
A) Cut out the entirety of the current Quality page. Until (if ever) we go back to the tri-quality system, there's no need to mention it. Maybe leave it on the talk page or move it all to somewhere we can save it. I'm thinking a page move would be good since we can preserve existing discussion along with the page (revert any removed or hidden information with the move).
B) Effectively, we really only need to discuss how quality works and how it is generally calculated in crafting. Leaving:
(strikeout incorrect or outdated information. revisions in italics)
RoB Legacy:Quality wrote:Almost all items, as well as many game-world objects, have a quality factor Q, which may range from 1 to ∞, with a standard default quality for most objects of 10 -- for example, all natural-growing trees are Q10. In general, higher Q items are simply better: high Q weapons do more damage, for example.
The in-game effects vary from item to item, with some items like buckets and linen clothing not having any effect at all. Where quality matters, it usually takes the form of the quality multiplier QM:
QM=Q10−−−√
QM graph
This multiplier is 1x for Q10, 2x for Q40, 3x for Q90, 4x for Q160, and so on. It is a nonlinear increase, which just means that it becomes harder and harder to get a good multiplier for higher and higher multipliers. Since Q10 has a QM of 1x,in many places we've tried to adopt a policy on this wiki so you will just see stats given for Q10 objects. You should assume this unless the wiki page you're reading says otherwise.
To make higher-Q objects, you should use higher-Q materials with higher-Q tools. Some materials, like in farming, have a natural quality "spread" of± 6 points(no longer correct), which you can use to grow higher-Q foods. Others, like soil, fish, water, clay, and herbs, have a Q determined by a natural (but invisible) hot-spot on the map. In other words, you might find that one day you forage a Q31 Spindly Taproot. This means that this square has Q31 soil. If you dig around in a 5 square radius, you might be able to find higher and higher Q soil -- perhaps even Q40 at some square. You could then mark it off for later, as you can always come back to that hot-spot to collect high-Q herbs, soil, and earthworms. You might then use that soil to plant high-Q trees, which will help you make high-Q tools.
It is very common for crafting qualities to be softcapped by a crafting skill or a vital stat or a combination of stats and skills. For example, if you have a Q40 bone and a Q10 branch, you can in principle make a Q35Q25 bone saw -- but if your survival skill is lower, perhaps at 15, you will only make a Q25Q20 bone saw, because (3525 + 15)/2 = 2520.
Some of the following subsections on the legacy page may be useful for where the specific quality calculation may be missing from a specific item page, but for the most part, they could be consolidated into one section describing how quality affects that category:
Food -> xFEPs
Armor -> xArmor Values
Weapon -> xDamage
Also, each page should have what it's softcapped by as it can greatly vary, but might not hurt to list the general skill/attribute combo here as exists in
http://ringofbrodgar.com/wiki/Legacy:Qu ... ill_values with updated information for w10.
Finally, the "from loftar" section is nice as it includes the math and the general design concepts behind the quality system. It's really aimed at those playing in w2 or 3 (or wherever it was introduced), but has some good information and is historical.
If anyone has any comments on what to do differently, please chime in. I'd like to get an admin to assist with the moves/restorations and such so I don't blow things up before committing these changes.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.