Wall hardness explained

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Wall hardness explained

Postby romaneon » Wed Sep 30, 2015 10:30 am

I'm sorry if it was explained already somewhere but here is small investigation I made.

So, I mined the same tile with different str*Qpickaxe combinations:

template for results below:
str*Qpickaxe ~~ sqrt(Str*Qpickaxe) aka "wall hardness" ~~ message I got

Here is what I got:

27*10.7 ~~ 17 ~~ much too hard
27*12 ~~ 18 ~~ slightly too hard
75*10.7 ~~ 28.3 ~~ slightly too hard
80*10.7 ~~ 29.2 ~~ I was able to mine

So, it looks like the formula is the following:
difference = wall hardness - sqrt(Qpickaxe*Str)
if difference < 0 then you can mine
if difference < 10 then you will get "slightly too hard" message
if difference < 20 (not confirmed) then you will get "much too hard" message
etc..

So if you have "slightly too hard wall" you can try different pickaxe/str combinations to find sqrt(Str*Qaxe) where "much too hard" starts.

By adding 10 to that value you are getting actual wall hardness, so u know what are your Str and Qaxe should be to be able to mine there.
Last edited by romaneon on Wed Sep 30, 2015 1:12 pm, edited 1 time in total.
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Re: Wall hardness explained

Postby Procne » Wed Sep 30, 2015 11:50 am

The one remaining mystery is how is tool quality defined. Is it average of all 3 elements? Or is one of the elements taken here
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Re: Wall hardness explained

Postby romaneon » Wed Sep 30, 2015 1:10 pm

Procne wrote:The one remaining mystery is how is tool quality defined. Is it average of all 3 elements? Or is one of the elements taken here


Well it's sqrt((Q1*Q1+Q2*Q2+Q3*Q3)/3). Ender's client shows correct value.


One more thing. Just noticed that there are "slightly" and "just stlightly" messages actually. So, it looks like "just slightly" is difference from 0 to 5 and "slightly" is 5 - 10.
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Re: Wall hardness explained

Postby Procne » Wed Sep 30, 2015 1:22 pm

romaneon wrote:
Procne wrote:The one remaining mystery is how is tool quality defined. Is it average of all 3 elements? Or is one of the elements taken here


Well it's sqrt((Q1*Q1+Q2*Q2+Q3*Q3)/3). Ender's client shows correct value.

Can you link some source for this?
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Re: Wall hardness explained

Postby MagicManICT » Wed Sep 30, 2015 2:12 pm

Please post the quality aspects of the tools so we can properly analyze. It's already been shown that armors and weapons are affected by the aspects differently and that curios are the only thing that uses an average.

Otherwise, yeah, that's about the same numbers as previous worlds, and can be found on the RoB wiki: http://ringofbrodgar.com/wiki/Legacy:Mining
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Re: Wall hardness explained

Postby Sevenless » Wed Sep 30, 2015 2:16 pm

My testing on a wall node that was increasing in hardness gradually did not point to average quality mattering personally. I found that substance was the determining factor in tool mining power. This matches up with substance dealing damage through melee and ranged attacks.

However more thorough testing wouldn't go amiss.
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Re: Wall hardness explained

Postby LaserSaysPew » Thu Oct 01, 2015 1:39 am

Sevenless wrote:My testing on a wall node that was increasing in hardness gradually did not point to average quality mattering personally. I found that substance was the determining factor in tool mining power. This matches up with substance dealing damage through melee and ranged attacks.

However more thorough testing wouldn't go amiss.


No. Got 2 pickaxes, 10q and 12/8/14.
Tested on 1 tile:
10q got 32% per tick
12/8/14 got 35% per tick

Sub is lower on the second pickaxe but I mine a little bit faster with it. I guess it's just an averageQ.
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Re: Wall hardness explained

Postby MagicManICT » Thu Oct 01, 2015 4:13 am

LaserSaysPew wrote:Sub is lower on the second pickaxe but I mine a little bit faster with it. I guess it's just an averageQ.


But essence and vitality are both higher, so couldn't one of those alone be the factor? On the second, you have a total quality of 11, for a quality factor increase of about 7%, where as the speed increase says it was more like 9%, which would be closer to q12.
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Re: Wall hardness explained

Postby romaneon » Tue Oct 06, 2015 4:05 pm

MagicManICT wrote:Please post the quality aspects of the tools so we can properly analyze. It's already been shown that armors and weapons are affected by the aspects differently and that curios are the only thing that uses an average.

Otherwise, yeah, that's about the same numbers as previous worlds, and can be found on the RoB wiki: http://ringofbrodgar.com/wiki/Legacy:Mining


Best to worst (in term of "missing hardness" messages I got):

1. axe 26 10 12
2. b12 16 16 17
3. pickaxe 19 12 14
4. pickaxe 14 13 14

Tested on 4 different tiles of the same vein of Iron Orche (q10)

So, essence doesn't seem to be deciding factor. It looks like my initial assumption about average quality was right.

Please post if you come to something different...
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Re: Wall hardness explained

Postby Sevenless » Tue Oct 06, 2015 6:41 pm

I'd concur with average quality after rehashing new tests.

My first tests were with overly similar qualities, and it's possible the "average" is the geometric average rather than the flat average.
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