How does multiple attribute/skill affected quality work now?

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How does multiple attribute/skill affected quality work now?

Postby user2015830 » Sun Nov 29, 2015 5:11 am

In the past worlds, if there were 2 things that determined the cap on quality, the sq root of the product of the 2 things were used. If there were 3 things, the cubic root of the product of the 3 things were used.
Is that still the case in this world?

I sometime notice that each attribute/ability level cap the quality separately?
Is that me having illusions or has the system changed.
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Re: How does multiple attribute/skill affected quality work

Postby FlamingRain » Wed Dec 02, 2015 6:33 am

why does no one respond eh
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Re: How does multiple attribute/skill affected quality work

Postby shubla » Wed Dec 02, 2015 7:26 am

Im quite sure that its for example
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And q10 = base
q40 = 2x base
q90 = 3x base and so on. There was some formula to calculate this maybe sqrt(ql/10).
But as theres now 3 things that affect quality things are a bit different. Some quality aspects have more or less affect in items than others. Also for that what I have discovered, it soft/hard caps every aspect separately. Not AVG ql that most clients show. for example with 30 softcap and essence 10 substance 30 and vitality 69, only vitality would softcap.
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Re: How does multiple attribute/skill affected quality work

Postby MagicManICT » Thu Dec 03, 2015 9:36 am

Yes, each quality aspect is calculated individually. Overall, what this does to your crafted good can mean a variety of things depending on the item. It's going to take extra work to align good qualities. Yes, each quality aspect is capped based on relative skills and attributes separately. There's no maybe or sometimes about it, this is how it works. If a value was capped in some way, then you need to raise skills and/or attributes.
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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